Refactor into Image and ImageBuffer
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@@ -4,6 +4,7 @@ package;
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import lime.app.Application;
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import lime.graphics.opengl.*;
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import lime.graphics.RenderContext;
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import lime.media.ImageBuffer;
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import lime.utils.Float32Array;
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import lime.utils.GLUtils;
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import lime.utils.Matrix4;
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@@ -14,6 +15,7 @@ class Main extends Application {
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private var buffer:GLBuffer;
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private var image:ImageBuffer;
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private var matrixUniform:GLUniformLocation;
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private var program:GLProgram;
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private var texture:GLTexture;
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@@ -30,11 +32,12 @@ class Main extends Application {
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public override function init (context:RenderContext):Void {
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image = Assets.getImageBuffer ("assets/lime.png");
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switch (context) {
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case CANVAS (context):
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var image = Assets.getImage ("assets/lime.png");
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context.fillStyle = "#" + StringTools.hex (config.background, 6);
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context.fillRect (0, 0, window.width, window.height);
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context.drawImage (image.src, 0, 0, image.width, image.height);
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@@ -42,16 +45,13 @@ class Main extends Application {
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case DOM (element):
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#if js
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var image = new js.html.Image ();
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image.src = Assets.getPath ("assets/lime.png");
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element.style.backgroundColor = "#" + StringTools.hex (config.background, 6);
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element.appendChild (image);
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element.appendChild (image.src);
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#end
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case FLASH (sprite):
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#if flash
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var image = Assets.getImage ("assets/lime.png");
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var bitmap = new flash.display.Bitmap (image.src);
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sprite.addChild (bitmap);
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#end
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@@ -98,8 +98,6 @@ class Main extends Application {
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gl.enableVertexAttribArray (textureAttribute);
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gl.uniform1i (imageUniform, 0);
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var image = Assets.getImage ("assets/lime.png");
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var data = [
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image.width, image.height, 0, 1, 1,
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@@ -121,7 +119,7 @@ class Main extends Application {
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#if js
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gl.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image.src);
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#else
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gl.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, image.textureWidth, image.textureHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, image.data);
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gl.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, image.data);
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#end
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gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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