don't use GL_LINEAR_MIPMAP_LINEAR for shadow maps
optimize gpu upload (use glBufferSubData instead of glMapBuffer Avoid checking char array against zero.
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examples/RenderingExamples/DynamicTexturedCubeDemo.h
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examples/RenderingExamples/DynamicTexturedCubeDemo.h
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#ifndef DYNAMIC_TEXTURED_CUBE_DEMO_H
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#define DYNAMIC_TEXTURED_CUBE_DEMO_H
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class CommonExampleInterface* DynamicTexturedCubeDemoCreateFunc(struct CommonExampleOptions& options);
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#endif //DYNAMIC_TEXTURED_CUBE_DEMO_H
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