Added an asynchronous resource loading mechanism through App_GetResourcePath and App_ResourceLoaded. Added stb_image.h and used it to parse a .png file loaded from the server and upload it to app.testTexture. There is some ugliness around the edges images with transparency, probably caused by something pre-multiplied alpha related.
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@@ -20,6 +20,7 @@ MAYBE_EXTERN_C void jsGlEnable(GlEnum capability);
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MAYBE_EXTERN_C void jsGlDisable(GlEnum capability);
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MAYBE_EXTERN_C void jsGlBlendFunc(GlEnum srcFactor, GlEnum dstFactor);
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MAYBE_EXTERN_C void jsGlBlendFuncSeparate(GlEnum srcRGB, GlEnum dstRGB, GlEnum srcAlpha, GlEnum dstAlpha);
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MAYBE_EXTERN_C void jsGlBlendEquation(GlEnum equation);
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MAYBE_EXTERN_C void jsGlDepthFunc(GlEnum depthFunc);
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MAYBE_EXTERN_C void jsGlFrontFace(GlEnum cullMode);
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MAYBE_EXTERN_C void jsGlDeleteBuffer(GlId bufferId);
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@@ -30,6 +31,7 @@ MAYBE_EXTERN_C void jsGlDeleteTexture(GlId textureId);
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MAYBE_EXTERN_C GlId jsGlCreateTexture();
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MAYBE_EXTERN_C void jsGlActiveTexture(GlEnum textureIndex);
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MAYBE_EXTERN_C void jsGlBindTexture(GlEnum target, GlId textureId);
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MAYBE_EXTERN_C void jsGlPixelStorei(GlEnum parameter, int value);
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MAYBE_EXTERN_C void jsGlTexImage2D(GlEnum target, GlEnum level, GlEnum internalFormat, int width, int height, int border, GlEnum format, GlEnum type, int dataLength, const void* dataPntr);
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MAYBE_EXTERN_C void jsGlTexParameteri(GlEnum target, GlEnum parameter, int value);
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MAYBE_EXTERN_C void jsGlGenerateMipmap(GlEnum target);
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