Renderer: Add support for cubemaps
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@@ -29,10 +29,14 @@ namespace Nz::GL
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inline void SetParameterfv(GLenum pname, const GLfloat* param);
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inline void SetParameteriv(GLenum pname, const GLint* param);
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inline void TexImage2D(GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type);
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inline void TexImage2D(GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* data);
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inline void TexStorage2D(GLint levels, GLint internalFormat, GLsizei width, GLsizei height);
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inline void TexSubImage2D(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data);
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inline void TexImage2D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type);
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inline void TexImage2D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* data);
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inline void TexImage3D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type);
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inline void TexImage3D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* data);
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inline void TexStorage2D(TextureTarget target, GLint levels, GLint internalFormat, GLsizei width, GLsizei height);
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inline void TexStorage3D(TextureTarget target, GLint levels, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth);
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inline void TexSubImage2D(TextureTarget target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data);
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inline void TexSubImage3D(TextureTarget target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* data);
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Texture& operator=(const Texture&) = delete;
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Texture& operator=(Texture&&) noexcept = default;
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