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void CorrectFileCase(const wchar_t* srcFileName, wchar_t* dstFileName, int maxLength) | |
{ | |
struct FILE_NAME_INFORMATION | |
{ | |
ULONG FileNameLength; | |
WCHAR FileName[1024 + 1]; | |
}; | |
typedef NTSTATUS (NTAPI *_NtQueryInformationFile)(HANDLE, PIO_STATUS_BLOCK, PVOID, ULONG, FILE_INFORMATION_CLASS); |
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/** | |
The MIT License (MIT) | |
Copyright (c) 2015, Max McGuire | |
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated | |
documentation files (the "Software"), to deal in the Software without restriction, including without limitation the | |
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit | |
persons to whom the Software is furnished to do so, subject to the following conditions: |
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// This is a small Unity utility that will add a new menu item which can be used to force | |
// shaders to be rebuilt when an included file is updated (Unity will only automatically do | |
// this if the #including file is in the same directory). | |
// To use it, simply select the Assets/Shaders/Rebuild Shaders menu option. Any shader file | |
// which #includes a file that has a newer timestamp will be trivially modified to force it | |
// to be rebuilt. | |
using UnityEngine; | |
using UnityEditor; |
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void* GetStackBase() | |
{ | |
static __declspec(thread) void* stackBase = nullptr; | |
if (stackBase == nullptr) | |
{ | |
MEMORY_BASIC_INFORMATION mbi; | |
VirtualQuery(&mbi, &mbi, sizeof(mbi)); | |
stackBase = mbi.AllocationBase; | |
} | |
return stackBase; |
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char pixels[32 * 32 * 4]; | |
GLuint texture1; | |
glGenTextures(1, &texture1); | |
glBindTexture( GL_TEXTURE_2D, texture1 ); | |
// Removing, moving this call after glTexSubImage2D, or changing GL_LINEAR to GL_POINT eliminates the crash | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |