render implement thread, wrap GL commands into tasks
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@@ -151,11 +151,14 @@ void NodePanelGrid::init_controls()
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m_texture.create_mipmaps();
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#else
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// get the texture data and resize it
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m_texture.bind();
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Image img;
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img.create(m_texture.size().x, m_texture.size().y);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, img.m_data.get());
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m_texture.unbind();
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App::I.render_task([&]
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{
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m_texture.bind();
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, img.m_data.get());
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m_texture.unbind();
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});
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Image resized = img.resize(texres, texres);
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m_texture.create(resized);
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m_texture.create_mipmaps();
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@@ -169,9 +172,6 @@ void NodePanelGrid::init_controls()
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m_plane.create<1>(1, 1);
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TextureManager::load("data/sun.png");
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//glGetFloatv(GL_SMOOTH_LINE_WIDTH_RANGE, m_line_range);
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//glGetFloatv(GL_ALIASED_LINE_WIDTH_GRANULARITY, &m_line_granularity);
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}
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int NodePanelGrid::get_samples() const
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