Use two functions for renderer drawing instead of several, fix alignment with Zoom Window border
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@ -1133,13 +1133,7 @@ void GameView::OnDraw()
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if(ren)
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if(ren)
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{
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{
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ren->clearScreen(1.0f);
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ren->clearScreen(1.0f);
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ren->draw_air();
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ren->RenderBegin();
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ren->render_parts();
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ren->render_fire();
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ren->draw_grav();
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ren->DrawWalls();
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ren->DrawSigns();
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ren->FinaliseParts();
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if(activeBrush && currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES)
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if(activeBrush && currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES)
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{
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{
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ui::Point finalCurrentMouse = c->PointTranslate(currentMouse);
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ui::Point finalCurrentMouse = c->PointTranslate(currentMouse);
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@ -1169,7 +1163,7 @@ void GameView::OnDraw()
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activeBrush->RenderPoint(g, finalCurrentMouse);
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activeBrush->RenderPoint(g, finalCurrentMouse);
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}
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}
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}
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}
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ren->RenderZoom();
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ren->RenderEnd();
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if(selectMode!=SelectNone)
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if(selectMode!=SelectNone)
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{
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{
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@ -35,6 +35,29 @@ extern "C"
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#define drawrect(args) g->drawrect(args)
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#define drawrect(args) g->drawrect(args)
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#endif
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#endif
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void Renderer::RenderBegin()
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{
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draw_air();
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render_parts();
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render_fire();
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draw_grav();
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DrawWalls();
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DrawSigns();
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#ifndef OGLR
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RenderZoom();
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FinaliseParts();
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#endif
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}
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void Renderer::RenderEnd()
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{
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#ifdef OGLR
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RenderZoom();
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FinaliseParts();
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#endif
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}
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void Renderer::clearScreen(float alpha)
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void Renderer::clearScreen(float alpha)
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{
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{
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#ifdef OGLR
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#ifdef OGLR
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@ -245,7 +268,7 @@ void Renderer::FinaliseParts()
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}
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}
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable( GL_TEXTURE_2D );
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glDisable( GL_TEXTURE_2D );
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#else
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#elif defined(OGLI)
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g->draw_image(vid, 0, 0, VIDXRES, VIDYRES, 255);
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g->draw_image(vid, 0, 0, VIDXRES, VIDYRES, 255);
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#endif
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#endif
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}
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}
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@ -254,7 +277,7 @@ void Renderer::RenderZoom()
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{
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{
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if(!zoomEnabled)
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if(!zoomEnabled)
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return;
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return;
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#ifdef OGLR
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#if defined(OGLR)
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int sdl_scale = 1;
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int sdl_scale = 1;
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int origBlendSrc, origBlendDst;
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int origBlendSrc, origBlendDst;
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float zcx1, zcx0, zcy1, zcy0, yfactor, xfactor, i; //X-Factor is shit, btw
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float zcx1, zcx0, zcy1, zcy0, yfactor, xfactor, i; //X-Factor is shit, btw
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@ -344,8 +367,8 @@ void Renderer::RenderZoom()
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int x, y, i, j;
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int x, y, i, j;
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pixel pix;
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pixel pix;
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pixel * img = vid;
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pixel * img = vid;
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drawrect(zoomWindowPosition.X-2, zoomWindowPosition.Y-2, zoomScopeSize*ZFACTOR+2, zoomScopeSize*ZFACTOR+2, 192, 192, 192, 255);
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drawrect(zoomWindowPosition.X-2, zoomWindowPosition.Y-2, zoomScopeSize*ZFACTOR+4, zoomScopeSize*ZFACTOR+4, 192, 192, 192, 255);
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drawrect(zoomWindowPosition.X-1, zoomWindowPosition.Y-1, zoomScopeSize*ZFACTOR, zoomScopeSize*ZFACTOR, 0, 0, 0, 255);
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drawrect(zoomWindowPosition.X-1, zoomWindowPosition.Y-1, zoomScopeSize*ZFACTOR+2, zoomScopeSize*ZFACTOR+2, 0, 0, 0, 255);
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clearrect(zoomWindowPosition.X, zoomWindowPosition.Y, zoomScopeSize*ZFACTOR, zoomScopeSize*ZFACTOR);
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clearrect(zoomWindowPosition.X, zoomWindowPosition.Y, zoomScopeSize*ZFACTOR, zoomScopeSize*ZFACTOR);
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for (j=0; j<zoomScopeSize; j++)
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for (j=0; j<zoomScopeSize; j++)
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for (i=0; i<zoomScopeSize; i++)
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for (i=0; i<zoomScopeSize; i++)
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@ -2103,10 +2126,16 @@ void Renderer::CompileRenderMode()
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//If firemode is removed, clear the fire display
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//If firemode is removed, clear the fire display
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if(!(render_mode & FIREMODE) && (old_render_mode & FIREMODE))
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if(!(render_mode & FIREMODE) && (old_render_mode & FIREMODE))
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{
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{
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ClearAccumulation();
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}
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}
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void Renderer::ClearAccumulation()
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{
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//Fire
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std::fill(fire_r[0]+0, fire_r[(YRES/CELL)-1]+((XRES/CELL)-1), 0);
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std::fill(fire_r[0]+0, fire_r[(YRES/CELL)-1]+((XRES/CELL)-1), 0);
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std::fill(fire_g[0]+0, fire_g[(YRES/CELL)-1]+((XRES/CELL)-1), 0);
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std::fill(fire_g[0]+0, fire_g[(YRES/CELL)-1]+((XRES/CELL)-1), 0);
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std::fill(fire_b[0]+0, fire_b[(YRES/CELL)-1]+((XRES/CELL)-1), 0);
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std::fill(fire_b[0]+0, fire_b[(YRES/CELL)-1]+((XRES/CELL)-1), 0);
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}
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}
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}
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void Renderer::AddRenderMode(unsigned int mode)
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void Renderer::AddRenderMode(unsigned int mode)
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@ -55,6 +55,9 @@ public:
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int ZFACTOR;
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int ZFACTOR;
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//Renderers
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//Renderers
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void RenderBegin();
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void RenderEnd();
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void RenderZoom();
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void RenderZoom();
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void DrawWalls();
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void DrawWalls();
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void DrawSigns();
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void DrawSigns();
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@ -67,6 +70,8 @@ public:
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void draw_grav();
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void draw_grav();
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void draw_other();
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void draw_other();
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void FinaliseParts();
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void FinaliseParts();
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void ClearAccumulation();
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void clearScreen(float alpha);
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void clearScreen(float alpha);
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//class SolidsRenderer;
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//class SolidsRenderer;
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@ -240,13 +240,8 @@ void RenderView::OnDraw()
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if(ren)
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if(ren)
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{
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{
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ren->clearScreen(1.0f);
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ren->clearScreen(1.0f);
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ren->draw_air();
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ren->RenderBegin();
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ren->render_parts();
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ren->RenderEnd();
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ren->render_fire();
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ren->draw_grav();
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ren->DrawWalls();
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ren->DrawSigns();
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ren->FinaliseParts();
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}
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}
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g->draw_line(0, YRES, XRES-1, YRES, 255, 255, 255, XRES+BARSIZE);
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g->draw_line(0, YRES, XRES-1, YRES, 255, 255, 255, XRES+BARSIZE);
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g->draw_line(180, YRES, 180, YRES+MENUSIZE, 200, 200, 200, XRES+BARSIZE);
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g->draw_line(180, YRES, 180, YRES+MENUSIZE, 200, 200, 200, XRES+BARSIZE);
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@ -55,9 +55,12 @@ Thumbnail * SaveRenderer::Render(GameSave * save)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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ren->clearScreen(1.0f);
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ren->clearScreen(1.0f);
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ren->render_parts();
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ren->ClearAccumulation();
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ren->FinaliseParts();
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ren->RenderBegin();
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ren->RenderEnd();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glTranslated(0, -MENUSIZE, 0);
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glTranslated(0, -MENUSIZE, 0);
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@ -90,8 +93,10 @@ Thumbnail * SaveRenderer::Render(GameSave * save)
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pixel * pData = NULL;
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pixel * pData = NULL;
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pixel * dst;
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pixel * dst;
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pixel * src = g->vid;
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pixel * src = g->vid;
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ren->render_parts();
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ren->FinaliseParts();
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ren->ClearAccumulation();
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ren->RenderBegin();
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ren->RenderEnd();
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pData = (pixel *)malloc(PIXELSIZE * ((width*CELL)*(height*CELL)));
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pData = (pixel *)malloc(PIXELSIZE * ((width*CELL)*(height*CELL)));
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dst = pData;
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dst = pData;
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