some cleaning up, raster spin->hue-rotate rename
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@@ -20,14 +20,7 @@ void Painter::preparePrerender(RasterBucket &bucket) {
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glViewport(0, 0, bucket.properties.size, bucket.properties.size);
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}
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void Painter::finishPrerender(RasterBucket &bucket) {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glViewport(0, 0, gl_viewport[0], gl_viewport[1]);
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}
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void Painter::renderPrerenderedTexture(RasterBucket &bucket, const mat4 &matrix) {
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void Painter::renderPrerenderedTexture(RasterBucket &bucket, const mat4 &matrix, const RasterProperties& properties) {
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const int buffer = bucket.properties.buffer * 4096.0f;
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// draw the texture on a quad
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@@ -40,8 +33,7 @@ void Painter::renderPrerenderedTexture(RasterBucket &bucket, const mat4 &matrix)
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glActiveTexture(GL_TEXTURE0);
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rasterShader->setImage(0);
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rasterShader->setBuffer(buffer);
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rasterShader->setOpacity(1);
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// rasterShader->setOpacity(bucket.properties.opacity); // TODO find a place to pass opacity and change this back
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rasterShader->setOpacity(properties.opacity);
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bucket.texture.bindTexture();
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coveringRasterArray.bind(*rasterShader, tileStencilBuffer, BUFFER_OFFSET(0));
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
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