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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@@ -102,5 +102,7 @@ namespace fmri
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void renderLoadingScreen() const;
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void renderVisualisation(float time) const;
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void loadGLItems();
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};
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}
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