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https://bitbucket.org/mfeemster/fractorium.git
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--Bug fixes
-Really fix locking of affine scale. --Code changes -Remove dependency projects from the solution. Move to a project design where they are built once via command line and stored in a /Deps folder. --Because of this, libpng is built as a static lib instead of a dll because that's what its command line makefile supports. --Remove libpng16.dll from Wix installer. -Remove all configs except for debug and release. -Remove all platforms except for x64. -Add #define __TBB_NO_IMPLICIT_LINKAGE 1 to prevent tbb from locking for tbb_debug.lib by default on debug builds. -Put Ember.rc in a filter folder in the project. -Place pragma warning disable statements in PCH files rather than in projects. This makes it easier when using Qt Creator. -Move all resource files to the MSVC folder. -Set all targets in QtCreator project to their lowercase names to be more *nix friendly. Set -l link statements to use these new lowercase names for ember and embercl. -Rework projects to favor shadow builds. -Remove the symlinks.sh file and all references to it. It was never needed. Instead, just specify multiple include and link paths in the .pro files. -Change WIN32 to _WIN32. -Fix a few code warnings.
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@ -59,7 +59,6 @@ void GLWidget::InitGL()
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/// </summary>
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void GLWidget::DrawQuad()
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{
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GLint texWidth = 0, texHeight = 0;
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -417,9 +416,7 @@ void GLEmberController<T>::MousePress(QMouseEvent* e)
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{
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v3T mouseFlipped(e->x() * m_GL->devicePixelRatio(), m_Viewport[3] - e->y() * m_GL->devicePixelRatio(), 0);//Must flip y because in OpenGL, 0,0 is bottom left, but in windows, it's top left.
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auto ember = m_FractoriumEmberController->CurrentEmber();
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auto xforms = ember->TotalXformCount();
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auto renderer = m_FractoriumEmberController->Renderer();
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size_t i = 0;
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//Ensure everything has been initialized.
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if (!renderer)
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