Removed GLEW dependency (using GLAD instead), axes now use shader, should now work better
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@@ -81,6 +81,7 @@ void preview_draw(Preview* self)
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ivec2& gridOffset = self->settings->previewGridOffset;
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vec4& gridColor = self->settings->previewGridColor;
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GLuint& shaderLine = self->resources->shaders[SHADER_LINE];
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GLuint& shaderAxis = self->resources->shaders[SHADER_AXIS];
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GLuint& shaderTexture = self->resources->shaders[SHADER_TEXTURE];
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GLuint& shaderGrid = self->resources->shaders[SHADER_GRID];
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mat4 transform = canvas_transform_get(&self->canvas, self->settings->previewPan, self->settings->previewZoom, ORIGIN_CENTER);
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@@ -95,7 +96,7 @@ void preview_draw(Preview* self)
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canvas_grid_draw(&self->canvas, shaderGrid, transform, gridSize, gridOffset, gridColor);
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if (self->settings->previewIsAxes)
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canvas_axes_draw(&self->canvas, shaderLine, transform, self->settings->previewAxesColor);
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canvas_axes_draw(&self->canvas, shaderAxis, transform, self->settings->previewAxesColor);
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Anm2Animation* animation = anm2_animation_from_reference(self->anm2, self->reference);
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s32& animationID = self->reference->animationID;
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