- bugfix for g3d viewer to work in wxwidgets 2.9.4
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@ -602,8 +602,16 @@ void MainWindow::onPaint(wxPaintEvent &event) {
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// notice that we use GetSize() here and not GetClientSize() because
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// notice that we use GetSize() here and not GetClientSize() because
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// the latter doesn't return correct results for the minimized windows
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// the latter doesn't return correct results for the minimized windows
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// (at least not under Windows)
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// (at least not under Windows)
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#if defined(WIN32)
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int viewportW = GetClientSize().x;
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int viewportW = GetClientSize().x;
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int viewportH = GetClientSize().y;
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int viewportH = GetClientSize().y;
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#else
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int viewportW = GetSize().x;
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int viewportH = GetSize().y;
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#endif
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printf("%d x %d\n",viewportW,viewportH);
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#if defined(WIN32)
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#if defined(WIN32)
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renderer->reset(viewportW, viewportH, playerColor);
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renderer->reset(viewportW, viewportH, playerColor);
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@ -611,6 +619,8 @@ void MainWindow::onPaint(wxPaintEvent &event) {
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renderer->reset(viewportW, viewportH, playerColor);
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renderer->reset(viewportW, viewportH, playerColor);
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#endif
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#endif
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renderer->transform(rotX, rotY, zoom);
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renderer->transform(rotX, rotY, zoom);
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renderer->renderGrid();
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renderer->renderGrid();
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@ -636,7 +646,7 @@ void MainWindow::onPaint(wxPaintEvent &event) {
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bool haveLoadedParticles = (particleProjectilePathList.empty() == false || particleSplashPathList.empty() == false);
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bool haveLoadedParticles = (particleProjectilePathList.empty() == false || particleSplashPathList.empty() == false);
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if(autoScreenShotAndExit == true) {
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if(autoScreenShotAndExit == true && viewportW > 0 && viewportH > 0) {
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printf("Auto exiting app...\n");
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printf("Auto exiting app...\n");
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fflush(stdout);
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fflush(stdout);
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@ -648,6 +658,9 @@ void MainWindow::onPaint(wxPaintEvent &event) {
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glCanvas->SwapBuffers();
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glCanvas->SwapBuffers();
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if(autoScreenShotAndExit == true && viewportW == 0 && viewportH == 0) {
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return;
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}
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if((modelPathList.empty() == false) && resetAnimation && haveLoadedParticles) {
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if((modelPathList.empty() == false) && resetAnimation && haveLoadedParticles) {
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if(anim >= resetAnim && resetAnim > 0) {
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if(anim >= resetAnim && resetAnim > 0) {
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printf("RESETTING EVERYTHING [%f][%f]...\n",anim,resetAnim);
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printf("RESETTING EVERYTHING [%f][%f]...\n",anim,resetAnim);
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