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fixing srgb issue... geez
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8d270574ec
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@ -68,15 +68,12 @@
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- no bugs
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- arrows... then debug legend
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- top menu rectangles are slightly off; grab the " " glyph's width?
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- some colors are wrong
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- ContextBuilder has with_pixel_format and with_srgb
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- gamma_srgb_to_linear doesn't work
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- need padding around text
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- text entry needs to draw the cursor differently
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- make polygon store points and indices efficiently
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- change ezgui API to allow uploading geometry once
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- undo the y inversion hacks at last!
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- need padding around text
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- text entry needs to draw the cursor differently
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- refactoring
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- pass canvas to text module, make it do the glyph borrowing?
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- pass dims to draw_text_bubble; all callers have it anyway, right?
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@ -5,3 +5,8 @@ Find packages to upgrade: `cargo outdated -R`
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Diff screencaps: http://www.imagemagick.org/Usage/compare/#methods
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Cross-compilation: https://github.com/rust-embedded/cross
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Debug OpenGL calls:
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apitrace trace --api gl ../target/debug/editor ../data/raw_maps/montlake.abst
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qapitrace editor.trace
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apitrace dump editor.trace
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@ -162,8 +162,9 @@ impl<'a> GfxCtx<'a> {
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}
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pub fn clear(&mut self, color: Color) {
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// Without this, SRGB gets enabled and post-processes the color from the fragment shader.
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self.target
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.clear_color(color.0[0], color.0[1], color.0[2], color.0[3]);
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.clear_color_srgb(color.0[0], color.0[1], color.0[2], color.0[3]);
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}
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// Use graphics::Line internally for now, but make it easy to switch to something else by
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@ -266,11 +266,20 @@ pub fn run<T, G: GUI<T>>(mut gui: G, window_title: &str) {
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// 2 looks bad, 4 looks fine
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let context = glutin::ContextBuilder::new().with_multisampling(4);
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let display = glium::Display::new(window, context, &events_loop).unwrap();
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let program = glium::Program::from_source(
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let program = glium::Program::new(
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&display,
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include_str!("vertex.glsl"),
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include_str!("fragment.glsl"),
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None,
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glium::program::ProgramCreationInput::SourceCode {
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vertex_shader: include_str!("vertex.glsl"),
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tessellation_control_shader: None,
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tessellation_evaluation_shader: None,
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geometry_shader: None,
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fragment_shader: include_str!("fragment.glsl"),
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transform_feedback_varyings: None,
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// Without this, SRGB gets enabled and post-processes the color from the fragment
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// shader.
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outputs_srgb: true,
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uses_point_size: false,
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},
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)
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.unwrap();
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