always pass the parameters and verify that they're correct
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@@ -93,11 +93,8 @@ void Painter::drawClippingMask() {
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glStencilMask(0xC0);
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glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
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if (!tileStencilArray) {
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tileStencilArray.setup(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
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} else {
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tileStencilArray.bind();
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}
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tileStencilArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
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// Draw the clipping mask
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glUniform4f(plainShader->u_color, 1.0f, 0.0f, 1.0f, 1.0f);
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@@ -281,11 +278,7 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
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glUniform4fv(fillShader->u_color, 1, fill_color.data());
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// Draw a rectangle that covers the entire viewport.
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if (!tileStencilArray) {
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tileStencilArray.setup(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
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} else {
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tileStencilArray.bind();
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}
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tileStencilArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
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glDrawArrays(GL_TRIANGLES, 0, tileStencilBuffer.length());
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}
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@@ -373,21 +366,13 @@ void Painter::renderDebug(const Tile::Ptr& tile) {
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glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix.data());
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// draw tile outline
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if (!tileBorderArray) {
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tileBorderArray.setup(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
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} else {
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tileBorderArray.bind();
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}
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tileBorderArray.bind(*plainShader, tileBorderBuffer, BUFFER_OFFSET(0));
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glUniform4f(plainShader->u_color, 1.0f, 0.0f, 0.0f, 1.0f);
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glLineWidth(4.0f);
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glDrawArrays(GL_LINE_STRIP, 0, tileBorderBuffer.length());
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// draw debug info
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if (!tile->debugFontArray) {
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tile->debugFontArray.setup(*plainShader, tile->debugFontBuffer, BUFFER_OFFSET(0));
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} else {
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tile->debugFontArray.bind();
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}
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tile->debugFontArray.bind(*plainShader, tile->debugFontBuffer, BUFFER_OFFSET(0));
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glUniform4f(plainShader->u_color, 1.0f, 1.0f, 1.0f, 1.0f);
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glLineWidth(4.0f);
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glDrawArrays(GL_LINES, 0, tile->debugFontBuffer.length());
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@@ -407,13 +392,8 @@ void Painter::renderMatte() {
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glUseProgram(plainShader->program);
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glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, nativeMatrix.data());
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if (!matteArray) {
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matteArray.setup(*plainShader, matteBuffer, BUFFER_OFFSET(0));
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} else {
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matteArray.bind();
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}
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// Draw the clipping mask
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matteArray.bind(*plainShader, matteBuffer, BUFFER_OFFSET(0));
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glUniform4fv(plainShader->u_color, 1, white.data());
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glDrawArrays(GL_TRIANGLES, 0, matteBuffer.length());
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@@ -427,11 +407,7 @@ void Painter::renderBackground() {
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glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix.data());
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// Draw the clipping mask
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if (!tileStencilArray) {
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tileStencilArray.setup(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
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} else {
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tileStencilArray.bind();
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}
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tileStencilArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0));
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glUniform4fv(plainShader->u_color, 1, white.data());
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glDrawArrays(GL_TRIANGLES, 0, tileStencilBuffer.length());
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}
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