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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@@ -22,6 +22,8 @@ namespace fmri
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void draw(float time) override;
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void glLoad() override;
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static vector<float> getVertices(const std::vector<float> &nodePositions, float scaling = 1);
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static std::vector<float> getTexCoords(int n);
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