Minor code cleaning.
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649a7fa305
commit
3f1da8b2c0
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@ -540,14 +540,6 @@ void OPENGL_GAL::EndDrawing()
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void OPENGL_GAL::rebuildVbo()
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void OPENGL_GAL::rebuildVbo()
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{
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{
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/* FIXME should be done less naively, maybe sth like:
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float *ptr = (float*)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB);
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if(ptr)
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{
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updateVertices(....);
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glUnmapBufferARB(GL_ARRAY_BUFFER_ARB); // release pointer to mapping buffer
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}*/
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#ifdef __WXDEBUG__
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#ifdef __WXDEBUG__
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prof_counter totalTime;
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prof_counter totalTime;
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prof_start( &totalTime, false );
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prof_start( &totalTime, false );
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@ -608,10 +600,6 @@ inline void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2
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{
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{
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vector = transform * vector;
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vector = transform * vector;
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}
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}
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else
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{
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glm::vec4 vector( perpendicularVector.x, perpendicularVector.y, 0.0, 0.0 );
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}
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// Line width is maintained by the vertex shader
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// Line width is maintained by the vertex shader
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setShader( SHADER_LINE, vector.x, vector.y, lineWidth );
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setShader( SHADER_LINE, vector.x, vector.y, lineWidth );
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@ -34,7 +34,6 @@ RENDER_SETTINGS::RENDER_SETTINGS()
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{
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{
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// Set the default initial values
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// Set the default initial values
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m_selectionBorderColor = COLOR4D( 1.0, 1.0, 1.0, 1.0 );
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m_selectionBorderColor = COLOR4D( 1.0, 1.0, 1.0, 1.0 );
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m_netLabelColor = COLOR4D( 1.0, 1.0, 1.0, 0.7 );
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m_highlightFactor = 0.5;
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m_highlightFactor = 0.5;
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m_selectFactor = 0.5;
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m_selectFactor = 0.5;
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@ -128,7 +128,6 @@ protected:
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float m_highlightFactor; /// Factor used for computing hightlight color
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float m_highlightFactor; /// Factor used for computing hightlight color
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COLOR4D m_selectionBorderColor; /// Color of selection box border
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COLOR4D m_selectionBorderColor; /// Color of selection box border
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COLOR4D m_netLabelColor; /// Color of net labels
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float m_selectFactor; /// Specifies how color of selected items is changed
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float m_selectFactor; /// Specifies how color of selected items is changed
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float m_layerOpacity; /// Determines opacity of all layers, so every can be seen
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float m_layerOpacity; /// Determines opacity of all layers, so every can be seen
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