Trimap implemented; need bugfixes
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@@ -251,12 +251,17 @@ int main(int argc, char* args[]) {
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tex_jpe=LoadTexture("../img/tests/test.bmp",&textw,&texth);
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tex_jpe=LoadTexture("../img/tests/test.png",&textw,&texth);
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GLuint programID = LoadShaders("trimap.vertexshader", "trimap.fragmentshader");
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printf("%d", programID);
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GLint textureLocation = glGetUniformLocationARB(programID, "myTextureSampler");
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glUniform1i(textureLocation, tex_jpe);
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GLint textureLocation = glGetUniformLocation(programID, "myTextureSampler");
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GLint widthLocation = glGetUniformLocation(programID, "pixWidth");
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GLint heigthLocation = glGetUniformLocation(programID, "pixHeight");
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printf("Shader program ID: %d\n", programID);
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printf("textureLocation: %d\n", textureLocation);
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printf("widthLocation: %d\n", widthLocation);
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printf("heigthLocation: %d\n", heigthLocation);
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printf("Width: %f", 1.0f/textw);
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@@ -270,7 +275,8 @@ int main(int argc, char* args[]) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(programID);
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glUniform1f(widthLocation, 1.0f/textw);
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glUniform1f(heigthLocation, 1.0f/texth);
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// 1rst attribute buffer : vertices
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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@@ -286,12 +292,12 @@ int main(int argc, char* args[]) {
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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glVertexAttribPointer(
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1, // attribute. No particular reason for 1, but must match the layout in the shader.
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2, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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1, // attribute. No particular reason for 1, but must match the layout in the shader.
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2, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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