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https://github.com/MaSzyna-EU07/maszyna.git
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Migration cleanup and renderer documentation
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@@ -16,8 +16,8 @@ ui::map_panel::map_panel() : ui_panel(STR_C("Map"), false)
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window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
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#ifdef WITH_OPENGL_MODERN
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opengl46_renderer *gl33 = dynamic_cast<opengl46_renderer*>(GfxRenderer.get());
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if (!gl33) {
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opengl46_renderer *renderer = dynamic_cast<opengl46_renderer*>(GfxRenderer.get());
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if (!renderer) {
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ErrorLog("map not supported on old renderer");
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return;
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}
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@@ -137,27 +137,27 @@ void ui::map_panel::render_map_texture(glm::mat4 transform, glm::vec2 surface_si
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scene_ubo->bind_uniform();
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#ifdef WITH_OPENGL_MODERN
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opengl46_renderer *gl33 = dynamic_cast<opengl46_renderer*>(GfxRenderer.get());
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opengl46_renderer *renderer = dynamic_cast<opengl46_renderer*>(GfxRenderer.get());
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gl33->Draw_Geometry(m_section_handles.begin(), m_section_handles.end());
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renderer->Draw_Geometry(m_section_handles.begin(), m_section_handles.end());
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scene_ubs.cascade_end = glm::vec4(0.7f, 0.7f, 0.0f, 0.0f);
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(m_colored_paths.future.begin(), m_colored_paths.future.end());
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renderer->Draw_Geometry(m_colored_paths.future.begin(), m_colored_paths.future.end());
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scene_ubs.cascade_end = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(m_colored_paths.switches.begin(), m_colored_paths.switches.end());
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renderer->Draw_Geometry(m_colored_paths.switches.begin(), m_colored_paths.switches.end());
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scene_ubs.cascade_end = glm::vec4(1.0f, 0.0f, 0.0f, 0.0f);
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(m_colored_paths.occupied.begin(), m_colored_paths.occupied.end());
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renderer->Draw_Geometry(m_colored_paths.occupied.begin(), m_colored_paths.occupied.end());
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scene_ubs.cascade_end = glm::vec4(0.3f, 0.3f, 1.0f, 0.0f);
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(m_colored_paths.highlighted.begin(), m_colored_paths.highlighted.end());
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renderer->Draw_Geometry(m_colored_paths.highlighted.begin(), m_colored_paths.highlighted.end());
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gl33->Bind_Texture(0, m_icon_atlas);
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renderer->Bind_Texture(0, m_icon_atlas);
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m_poi_shader->bind();
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scene_ubs.cascade_end = glm::vec4(1.0f / (surface_size / 200.0f), 1.0f, 0.0f);
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@@ -167,7 +167,7 @@ void ui::map_panel::render_map_texture(glm::mat4 transform, glm::vec2 surface_si
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}
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scene_ubo->update(scene_ubs);
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gl33->Draw_Geometry(simulation::Region->get_map_poi_geometry());
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renderer->Draw_Geometry(simulation::Region->get_map_poi_geometry());
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#endif
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if (Global.iMultisampling)
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