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maybe mistake i donno
I've been using imgui to draw the grid lines.
Well it compiles but it isn't working lol alot of bugs to fix.
this is more useful than just source location.
this was done because we have a texture in there. and we need to draw the clear button. Might be changing things later so we aren't generating 3 textures every frame. We just need to store these buttons in gui.hpp.
more work on create_color_button too
…init earlier. buttons not showing for some reason.
fix unique value wasn't unbinding the framebuffer.
not even using yet but I'm trying to lol SFML-imgui was wanting to have everything in a default state before it'd work. I moved the res folder too since sfml will need access to the shaders.
also moved OrthographicCamera back into glengine removed imgui from it
get_color_attachment -> bind_color_attachment because this binds the color attachment as a texture to slot 0. + color_attachment_id so we can just get the id. + sf::ContextSettings to test different versions of opengl. + m_max_textures using a private value instead of a static one. BatchRenderer backup now restores the active texture and the shader.
u_Color -> u_Tint +BlendModeSettings moving functions from Window. fix blending modes using gpt for help. +Vertex.cpp moving function bodies to the cpp file. Add missing headers move set_uniform to Shader.cpp reorder some functions. +enable_blending
fix set_uniforms moved some code from another function into generate_texture so should be able to use the code to draw. Some of the async code doesn't need to be there. I'm wondering if the framebuffer needs to survive I'm not sure we might run into issues if the frame buffer goes out of scope. or if i just like write over the old textures while it's running. I'll see what happens. The original code did keep the framebuffer in the future so i might need to do that.
so we can either clone or move it into the copy function. Because it needs to live the duration or the copy atleast I think so.
using += to add ranges to the queue. also changed to move only to make sure I'm not copying any of these.
[-Werror=useless-cast]
[-Werror=sign-conversion]
[-Werror=sign-conversion]
[-Werror=sign-conversion]
[-Werror=sign-conversion]
[-Werror=useless-cast]
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gosh getting GCC to compile was a many hours of fixing small things. |
add git and such to instructions
image of running on arch
There was code running even when field is null. causing errors in the terminal.
fix last bit of linux stuff
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I feel like it's ready but I want to do some more testing before merging. And I worked today and tomorrow. So we'll see. |
disabled limiters so the operations will go as fast as possible. also i tried to stop the loading of a map_sprite when we don't have a valid coo and field combo.
Warning wasn't clear. So I added a specific one about how raw_map can be empty because it didn't exist.
check to make sure selections isn't expired too.
before the ForceRenderingOfMap did this function but I wanted to allowe just ForceRenderingOfMap by it's self. So we didn't need to reload the textures. heh. This bassically locks the debug mode because loading textures is so hard on it.
filter_swizzle_as_one_image_map filter_swizzle_as_one_image
also renamed some funtions for clarity. I added functions and changed funtions for supporting loading from swizzled and one image textures.
though i didn't go all the way lol. there are alot of instances.
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Summary
Fixed some bugs and removed SFML. There may still be some issues that need to be addressed.
To-Do Before Merging
Issues Fixed / Changed
std::launch::asyncglengine