Added rudimentary texture loading in Level. It, too, sucks, but works as a prototype
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@@ -15,22 +15,12 @@ namespace hexworld
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#region GLObjects
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private Texture _grass;
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private Texture _stone;
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private Texture _gray;
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private Texture _door;
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private Level _level;
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protected override void OnClosed(EventArgs e)
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{
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base.OnClosed(e);
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_grass?.Dispose();
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_stone?.Dispose();
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_gray?.Dispose();
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_door?.Dispose();
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_level?.Dispose();
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}
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@@ -58,11 +48,6 @@ namespace hexworld
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base.OnLoad(e);
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_level = Level.LoadLevel(@"res\level.json");
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_grass = Texture.FromBitmap(new Bitmap(@"res\grass.png"));
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_stone = Texture.FromBitmap(new Bitmap(@"res\stone.png"));
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_gray = Texture.FromBitmap(new Bitmap(@"res\gray.png"));
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_door = Texture.FromBitmap(new Bitmap(@"res\door.png"));
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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@@ -90,14 +75,9 @@ namespace hexworld
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GL.Enable(EnableCap.Blend);
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GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
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_grass.Bind(0);
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_stone.Bind(1);
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_gray.Bind(2);
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_door.Bind(3);
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var pgm = _level.Programs["textured"];
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pgm.Use();
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GL.Uniform1(pgm.GetUniform("tex"), 0);
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GL.UniformMatrix4(pgm.GetUniform("view"), false, ref _view);
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GL.UniformMatrix4(pgm.GetUniform("proj"), false, ref _proj);
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