Nullable fixes, use Texture2d resource for rendering directly.
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@@ -2,10 +2,43 @@ namespace DaggerFramework
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{
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public class Texture2d : Resource
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{
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/// <summary>
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/// Internal handle for the texture. If it got successfully loaded into the GPU, the value will be other than -1.
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/// </summary>
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internal int Handle { get; set; } = -1;
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public int Width { get; set; }
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public int Height { get; set; }
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public int Mipmaps { get; set; } = 1;
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public TextureFormat Format { get; set; } = TextureFormat.UncompressedR8G8B8A8;
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public Texture2d(string path, byte[] buffer) : base(path, buffer)
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{
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}
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public static Texture2d Empty => new Texture2d(string.Empty, new byte[] { });
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}
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public enum TextureFormat
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{
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UncompressedGrayscale = 1,
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UncompressedGrayAlpha,
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UncompressedR5G6B5,
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UncompressedR8G8B8,
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UncompressedR5G5B5A1,
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UncompressedR4G4B4A4,
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UncompressedR8G8B8A8,
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UncompressedR32,
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UncompressedR32G32B32,
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UncompressedR32G32B32A32,
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CompressedDXT1Rgb,
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CompressedDXT1Rgba,
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CompressedDXT3Rgba,
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CompressedDXT5Rgba,
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CompressedETC1Rgb,
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CompressedETC2Rgb,
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CompressedETC2EACRgba,
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CompressedPVRTRgb,
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CompressedPVRTRgba,
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CompressedASTC4x4Rgba,
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CompressedASTC8x8Rgba
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}
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}
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