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fix(editor): the map of the scenery wizard north up from its first image: the thread loading it keeps the north edge in the first row, not flipped or not as the texture loader left stb by then
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@@ -245,7 +245,7 @@ bool editor_map::render(glm::vec2 const &Size)
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drawlist->PushClipRect(origin, ImVec2(origin.x + Size.x, origin.y + Size.y), true);
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drawlist->AddRectFilled(origin, ImVec2(origin.x + Size.x, origin.y + Size.y), IM_COL32(200, 214, 222, 255));
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if (m_texture != 0)
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drawlist->AddImage(static_cast<ImTextureID>(m_texture), to_screen({m_image_low.x, m_image_high.y}), to_screen({m_image_high.x, m_image_low.y}), ImVec2(0, 1), ImVec2(1, 0));
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drawlist->AddImage(static_cast<ImTextureID>(m_texture), to_screen({m_image_low.x, m_image_high.y}), to_screen({m_image_high.x, m_image_low.y}), ImVec2(0, 0), ImVec2(1, 1));
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if (m_picked)
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{
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auto const at{to_screen(m_point)};
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@@ -294,6 +294,9 @@ void editor_map::request(glm::vec2 const &Size)
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if (false == editor_http_get(url, data, result.error))
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return result;
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int w{0}, h{0}, components{0};
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// the texture loader turns the stb flip on for the whole process only once it loads its first texture: this thread
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// keeps the north edge in the first row whatever it is by then
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stbi_set_flip_vertically_on_load_thread(0);
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auto *pixels{stbi_load_from_memory(data.data(), static_cast<int>(data.size()), &w, &h, &components, 4)};
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if (pixels == nullptr)
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{
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