Removed GLEW dependency (using GLAD instead), axes now use shader, should now work better
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10
src/canvas.h
10
src/canvas.h
@@ -10,18 +10,11 @@
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#define CANVAS_GRID_MIN 1
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#define CANVAS_GRID_MAX 1000
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#define CANVAS_GRID_DEFAULT 32
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#define CANVAS_LINE_LENGTH (FLT_MAX * 0.001f)
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const inline vec2 CANVAS_PIVOT_SIZE = {8, 8};
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const inline vec2 CANVAS_SCALE_DEFAULT = {1.0f, 1.0f};
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const inline f32 CANVAS_AXIS_VERTICES[] =
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{
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-CANVAS_LINE_LENGTH, 0.0f,
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CANVAS_LINE_LENGTH, 0.0f,
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0.0f, -CANVAS_LINE_LENGTH,
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0.0f, CANVAS_LINE_LENGTH
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};
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const inline f32 CANVAS_AXIS_VERTICES[] = {-1.0f, 1.0f};
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const inline f32 CANVAS_GRID_VERTICES[] =
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{
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@@ -62,6 +55,7 @@ struct Canvas
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GLuint textureEBO{};
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ivec2 size{};
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ivec2 previousSize{};
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bool isInit = false;
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};
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#define UV_VERTICES(uvMin, uvMax) \
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