Two fixes;
- borderselect draws cleaner info in bottom/left corner window - OGL render (in view3d header) option didn't work on successive renders. was due to removing hack that reopened the window each time. But now it needed to be assigned correctly to blender's 'mywindow' system.
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@@ -467,6 +467,7 @@ static char *renderwin_get_title(int doswap)
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/* opens window and allocs struct */
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static void open_renderwin(int winpos[2], int winsize[2])
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{
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extern void mywindow_build_and_set_renderwin( int orx, int ory, int sizex, int sizey); // mywindow.c
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Window *win;
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char *title;
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@@ -481,7 +482,12 @@ static void open_renderwin(int winpos[2], int winsize[2])
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winlay_process_events(0);
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window_make_active(render_win->win);
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winlay_process_events(0);
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/* mywindow has to know about it too */
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mywindow_build_and_set_renderwin(winpos[0], winpos[1], winsize[0], winsize[1]);
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/* and we should be able to draw 3d in it */
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init_gl_stuff();
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renderwin_draw(render_win, 1);
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renderwin_draw(render_win, 1);
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}
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@@ -565,6 +571,7 @@ static void renderwin_init_display_cb(void)
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else {
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window_raise(render_win->win);
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window_make_active(render_win->win);
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mywinset(2); // to assign scissor/viewport again in mywindow.c. is hackish yes
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}
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renderwin_reset_view(render_win);
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@@ -849,7 +856,7 @@ static void do_render(View3D *ogl_render_view3d, int anim, int force_dispwin)
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window_set_cursor(render_win->win, CURSOR_WAIT);
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// when opening new window... not cross platform identical behaviour, so
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// for now call it each time
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if(ogl_render_view3d) init_gl_stuff();
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// if(ogl_render_view3d) init_gl_stuff();
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}
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waitcursor(1);
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@@ -924,6 +931,14 @@ static void scalefastrect(unsigned int *recto, unsigned int *rectn, int oldx, in
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/* -------------- API: externally called --------------- */
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void BIF_renderwin_make_active(void)
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{
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if(render_win) {
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window_make_active(render_win->win);
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mywinset(2);
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}
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}
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/* set up display, render an image or scene */
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void BIF_do_render(int anim)
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{
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