Large refactor of texture loading.
In this new implementation, everything is loaded on a separate thread, but the textures are initialized on the main OpenGL thread. This is all to work around the fact that you cannot create a separate GL context in GLUT.
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@@ -13,10 +13,15 @@ namespace fmri
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void draw(float time) override;
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void glLoad() override;
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private:
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Texture texture;
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float targetWidth;
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float targetHeight;
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int width;
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int height;
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Texture texture;
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std::vector<float> textureBuffer;
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};
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}
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