saving current state
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@@ -23,21 +23,21 @@ void Painter::finishPrerender(PrerenderedTexture &texture) {
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glViewport(0, 0, gl_viewport[0], gl_viewport[1]);
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}
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void Painter::renderPrerenderedTexture(PrerenderedTexture &texture, const GenericProperties &properties) {
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const int buffer = texture.properties.buffer * 4096.0f;
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// draw the texture on a quad
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useProgram(rasterShader->program);
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rasterShader->setMatrix(matrix);
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rasterShader->setOpacity(1);
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glDepthRange(strata, 1.0f);
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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(properties.opacity);
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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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}
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//void Painter::renderPrerenderedTexture(PrerenderedTexture &texture, const GenericProperties &properties) {
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// const int buffer = texture.properties.buffer * 4096.0f;
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//
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// // draw the texture on a quad
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// useProgram(rasterShader->program);
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// rasterShader->setMatrix(matrix);
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// rasterShader->setOpacity(1);
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//
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// glDepthRange(strata, 1.0f);
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//
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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(properties.opacity);
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// 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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//}
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