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.
This commit is contained in:
@@ -227,6 +227,7 @@ void default_gl_light(void)
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glDisable(GL_COLOR_MATERIAL);
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}
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/* also called when render 'ogl' */
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void init_gl_stuff(void)
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{
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float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
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@@ -1930,24 +1931,21 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
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*/
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void drawview3d_render(struct View3D *v3d)
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{
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extern void mywindow_build_and_set_renderwin(void);
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extern short v3d_windowmode;
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Base *base;
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Object *ob;
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free_all_realtime_images();
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mywindow_build_and_set_renderwin();
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v3d_windowmode= 1;
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setwinmatrixview3d(0);
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v3d_windowmode= 0;
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(R.winmat);
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myloadmatrix(R.winmat);
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glMatrixMode(GL_MODELVIEW);
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setviewmatrixview3d();
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glLoadMatrixf(v3d->viewmat);
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myloadmatrix(v3d->viewmat);
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Mat4MulMat4(v3d->persmat, v3d->viewmat, R.winmat);
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Mat4Invert(v3d->persinv, v3d->persmat);
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Mat4Invert(v3d->viewinv, v3d->viewmat);
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@@ -1964,11 +1962,10 @@ void drawview3d_render(struct View3D *v3d)
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BIF_GetThemeColor3fv(TH_BACK, col);
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glClearColor(col[0], col[1], col[2], 0.0);
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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glLoadMatrixf(v3d->viewmat);
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myloadmatrix(v3d->viewmat);
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/* abuse! to make sure it doesnt draw the helpstuff */
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G.f |= G_SIMULATION;
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@@ -71,21 +71,22 @@
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#include "BKE_lattice.h"
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#include "BKE_mesh.h"
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#include "BIF_gl.h"
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#include "BIF_mywindow.h"
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#include "BIF_screen.h"
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#include "BIF_interface.h"
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#include "BIF_space.h"
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#include "BIF_editview.h"
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#include "BIF_glutil.h"
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#include "BIF_toolbox.h"
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#include "BIF_editmesh.h"
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#include "BIF_editview.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "BIF_interface.h"
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#include "BIF_mywindow.h"
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#include "BIF_resources.h"
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#include "BIF_space.h"
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#include "BIF_screen.h"
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#include "BIF_toolbox.h"
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#include "BSE_view.h"
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#include "BSE_edit.h"
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#include "BSE_trans_types.h"
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#include "BSE_drawipo.h"
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#include "BSE_drawview.h"
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#include "BSE_trans_types.h"
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#include "BSE_view.h"
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#include "BDR_editobject.h"
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#include "BDR_editmball.h"
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@@ -214,15 +215,18 @@ int get_border(rcti *rect, short col)
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/* draw size information in corner */
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if(curarea->spacetype==SPACE_VIEW3D) {
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glColor3f(0.4375, 0.4375, 0.4375);
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glRecti(0, 10, 250, 20);
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glColor3f(0.0, 0.0, 0.0);
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BIF_ThemeColor(TH_BACK);
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glRecti(10, 25, 250, 40);
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if(G.vd->persp==0) {
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window_to_3d(dvec, mvalo[0]-x1, mvalo[1]-y1);
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glRasterPos2i(10, 10);
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sprintf(str, "X %.4f Y %.4f Z %.4f Dia %.4f", dvec[0], dvec[1], dvec[2], sqrt(dvec[0]*dvec[0]+dvec[1]*dvec[1]+dvec[2]*dvec[2]));
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glColor3f(0.0, 0.0, 0.0);
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glRasterPos2i(15, 27);
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BMF_DrawString(G.fonts, str);
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glColor3f(0.7, 0.7, 0.7);
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glRasterPos2i(16, 28);
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BMF_DrawString(G.fonts, str);
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}
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else if(G.vd->persp==2) {
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@@ -236,25 +240,32 @@ int get_border(rcti *rect, short col)
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fac2= (mvalo[1]-y1)/( (float) (vb.ymax-vb.ymin) );
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fac2*= 0.01*G.scene->r.size*G.scene->r.ysch;
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glRasterPos2i(10, 10);
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sprintf(str, "X %.1f Y %.1f Dia %.1f", fabs(fac1), fabs(fac2), sqrt(fac1*fac1 + fac2*fac2) );
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glColor3f(0.0, 0.0, 0.0);
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glRasterPos2i(15, 27);
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BMF_DrawString(G.fonts, str);
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glColor3f(0.7, 0.7, 0.7);
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glRasterPos2i(16, 28);
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BMF_DrawString(G.fonts, str);
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}
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}
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else if(curarea->spacetype==SPACE_IPO) {
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SpaceIpo *sipo= curarea->spacedata.first;
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glColor3f(.40625, .40625, .40625);
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BIF_ThemeColor(TH_BACK);
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glRecti(20, 30, 170, 40);
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glColor3f(0.0, 0.0, 0.0);
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mvalo[2]= x1;
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mvalo[3]= y1;
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areamouseco_to_ipoco(&sipo->v2d, mval, dvec, dvec+1);
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areamouseco_to_ipoco(&sipo->v2d, mvalo+2, dvec+2, dvec+3);
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glRasterPos2i(30, 30);
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sprintf(str, "Time: %.4f Y %.4f", dvec[0]-dvec[2], dvec[1]-dvec[3]);
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glRasterPos2i(30, 30);
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glColor3f(0.0, 0.0, 0.0);
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BMF_DrawString(G.fonts, str);
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glRasterPos2i(31, 31);
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glColor3f(0.9, 0.9, 0.9);
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BMF_DrawString(G.fonts, str);
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}
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@@ -114,16 +114,27 @@ void mywindow_init_mainwin(Window *win, int orx, int ory, int sizex, int sizey)
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}
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}
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/* XXXXXXXXXXXXXXXX very hacky, not allowed to release again after 2.24
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* again after 2.24
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/* XXXXXXXXXXXXXXXX very hacky, because of blenderwindows vs ghostwindows vs renderwindow
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this routine sets up a blenderwin (a mywin)
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*/
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void mywindow_build_and_set_renderwin(void)
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void mywindow_build_and_set_renderwin( int orx, int ory, int sizex, int sizey)
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{
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swinarray[2]= &renderwindow;
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renderwindow.xmin= orx;
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renderwindow.ymin= ory;
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renderwindow.xmax= orx+sizex-1;
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renderwindow.ymax= ory+sizey-1;
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renderwindow.qevents= NULL;
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myortho2(-0.5, (float)sizex-0.5, -0.5, (float)sizey-0.5);
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glLoadIdentity();
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glGetFloatv(GL_PROJECTION_MATRIX, (float *)renderwindow.winmat);
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glGetFloatv(GL_MODELVIEW_MATRIX, (float *)renderwindow.viewmat);
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swinarray[2]= &renderwindow;
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renderwindow.qevents= NULL;
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mywinset(2);
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curswin= 2;
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}
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@@ -318,8 +329,7 @@ void mywinset(int wid)
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printf("mywinset %d: doesn't exist\n", wid);
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return;
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}
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if (wid == 1) { /* main window */
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if (wid == 1 || wid == 2) { /* main window or renderwindow*/
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glViewport(0, 0, ( win->xmax-win->xmin)+1, ( win->ymax-win->ymin)+1);
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glScissor(0, 0, ( win->xmax-win->xmin)+1, ( win->ymax-win->ymin)+1);
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}
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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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@@ -482,6 +483,11 @@ static void open_renderwin(int winpos[2], int winsize[2])
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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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@@ -586,6 +586,7 @@ void viewmove(int mode)
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short v3d_windowmode=0;
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/* important to not set windows active in here, can be renderwin for example */
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void setwinmatrixview3d(rctf *rect) /* rect: for picking */
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{
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Camera *cam=0;
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@@ -629,7 +630,7 @@ void setwinmatrixview3d(rctf *rect) /* rect: for picking */
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}
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}
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if(v3d_windowmode) {
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if(v3d_windowmode) { // hackish
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winx= R.rectx;
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winy= R.recty;
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}
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@@ -723,7 +724,7 @@ void obmat_to_viewmat(Object *ob)
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Mat3ToQuat(tmat, G.vd->viewquat);
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}
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/* dont set windows active in in here, is used by renderwin too */
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void setviewmatrixview3d()
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{
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Camera *cam;
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