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	LibGL: Turn Sampler2D into an actual class
This extracts the sampler functionality into its own class. Beginning with OpenGL 3 samplers are actual objects, separate from textures. It makes sense to do this already as it also cleans up code organization quite a bit.
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					 7 changed files with 164 additions and 49 deletions
				
			
		|  | @ -435,7 +435,7 @@ void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array | |||
|                 continue; | ||||
| 
 | ||||
|             // FIXME: Don't assume Texture2D, _and_ work out how we blend/do multitexturing properly.....
 | ||||
|             texel = texel * static_ptr_cast<Texture2D>(texture_unit.bound_texture())->sample_texel(uv); | ||||
|             texel = texel * static_ptr_cast<Texture2D>(texture_unit.bound_texture())->sampler().sample(uv); | ||||
|         } | ||||
| 
 | ||||
|         return texel; | ||||
|  |  | |||
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	 Stephan Unverwerth
						Stephan Unverwerth