feat: rebuild mip-maps on texture reload
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@ -51,12 +51,14 @@ void Texture::reload(const ubyte* data) {
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data));
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void Texture::reloadPartial(const ImageData& image, uint x, uint y, uint w, uint h) {
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glBindTexture(GL_TEXTURE_2D, id);
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, image.getData());
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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