Moved spritesheet texture handling to anm2 instead of resources; added undoing for spritesheet texture changes; refactoring
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@@ -10,10 +10,10 @@
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struct Texture
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{
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GLuint id = 0;
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ivec2 size = {0, 0};
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s32 channels = -1;
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bool isInvalid = false;
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GLuint id = GL_ID_NONE;
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ivec2 size{};
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s32 channels = TEXTURE_CHANNELS;
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bool isInvalid = true;
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};
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bool texture_from_encoded_data_init(Texture* self, ivec2 size, s32 channels, const u8* data, u32 length);
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