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@ -176,9 +176,14 @@ void GLWidget::initializeGL()
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{
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glClearColor(0.0, 0.0, 0.0, 1.0);
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//int w = m_Fractorium->width() - m_Fractorium->ui.DockWidget->width();
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//int h = m_Fractorium->ui.DockWidget->height();
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int w = m_Fractorium->ui.GLParentScrollArea->width();
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int h = m_Fractorium->ui.GLParentScrollArea->height();
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//show();
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//m_Fractorium->ui.GLParentScrollArea->showMaximized();
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SetDimensions(w, h);
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m_Fractorium->m_WidthSpin->setValue(w);
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m_Fractorium->m_HeightSpin->setValue(h);
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@ -193,6 +198,7 @@ void GLWidget::initializeGL()
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//Start with a flock of 10 random embers. Can't do this until now because the window wasn't maximized yet, so the sizes would have been off.
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m_Fractorium->OnActionNewFlock(false);
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//m_Fractorium->repaint();
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m_Fractorium->m_Controller->DelayedStartRenderTimer();
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m_Init = true;
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}
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@ -740,6 +746,7 @@ void GLWidget::resizeEvent(QResizeEvent* e)
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void GLWidget::SetDimensions(int w, int h)
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{
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setFixedSize(w, h);
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//resize(w, h);
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//m_Fractorium->ui.GLParentScrollAreaContents->setFixedSize(w, h);
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}
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@ -764,10 +771,7 @@ bool GLWidget::Allocate(bool force)
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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if (doResize)
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{
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glBindTexture(GL_TEXTURE_2D, m_OutputTexID);
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Deallocate();
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}
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glGenTextures(1, &m_OutputTexID);
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glBindTexture(GL_TEXTURE_2D, m_OutputTexID);
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@ -799,6 +803,7 @@ bool GLWidget::Deallocate()
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if (m_OutputTexID != 0)
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{
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glBindTexture(GL_TEXTURE_2D, m_OutputTexID);
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glDeleteTextures(1, &m_OutputTexID);
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m_OutputTexID = 0;
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deleted = true;
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