Littles fixes
-Light Manager: I prefer iterators -OpenGL: The UV problem is solved, but you forget to change the cubemaps -Texture: GetSize() could return a int instead a NzVector2ui -Algorithm: Simplification -Utility: Couldn't compile Former-commit-id: db890711b451d03427871fb997549a1b13c7d80a
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@@ -1941,8 +1941,8 @@ GLenum NzOpenGL::CubemapFace[] =
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{
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, // nzCubemapFace_PositiveX
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // nzCubemapFace_NegativeX
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // nzCubemapFace_PositiveY (Inversion pour les standards OpenGL)
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // nzCubemapFace_NegativeY (Inversion pour les standards OpenGL)
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // nzCubemapFace_PositiveY
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // nzCubemapFace_NegativeY
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, // nzCubemapFace_PositiveZ
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z // nzCubemapFace_NegativeZ
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};
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@@ -468,7 +468,7 @@ NzVector2ui NzTexture::GetSize() const
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if (!m_impl)
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{
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NazaraError("Texture must be valid");
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return 0;
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return NzVector2ui(0, 0);
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}
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#endif
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