Clean up project
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@@ -170,7 +170,6 @@ int main(int argc, char* args[]) {
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GLFWwindow* window;
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GLuint tex_jpe;
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int textw, texth;
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int timer = 0;
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/* Initialize the library */
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@@ -181,10 +180,11 @@ int main(int argc, char* args[]) {
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return 1;
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}
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/* Create a windowed mode window and its OpenGL context */
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glfwSetWindowSizeLimits(window, 640, 480, 640, 480);
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window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
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if (!window) {
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glfwTerminate();
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return -1;
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return 1;
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}
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/* Make the window's context current */
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glfwMakeContextCurrent(window);
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@@ -247,16 +247,16 @@ int main(int argc, char* args[]) {
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tex_jpe=LoadTexture("../img/tests/test.png",&textw,&texth);
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tex_jpe = LoadTexture("../img/tests/test.png",&textw,&texth);
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glfwSetWindowSize (window, textw, texth);
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glViewport(0, 0, textw, texth);
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glfwSetWindowSizeLimits(window, textw, texth, textw, texth);
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GLuint programID = LoadShaders("trimap.vertexshader", "trimap.fragmentshader");
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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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@@ -269,9 +269,6 @@ int main(int argc, char* args[]) {
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// INIT END
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/* Loop until the user closes the window */
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while (!glfwWindowShouldClose(window)) {
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timer += 1;
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if (timer==800)
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timer = 0;
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/* Render here */
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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