use linear interpolation when importing/transforming a selection
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@@ -1401,8 +1401,8 @@ void CanvasModeTransform::leave(kCanvasMode next)
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ShaderManager::u_int(kShaderUniform::BlendMode, 0);
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ShaderManager::u_int(kShaderUniform::BlendMode, 0);
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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Canvas::I->m_sampler_nearest.bind(1);
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Canvas::I->m_sampler_linear.bind(1);
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Canvas::I->m_sampler_nearest.bind(0);
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Canvas::I->m_sampler_linear.bind(0);
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m_tex[j].bind();
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m_tex[j].bind();
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m_shape[j].draw_fill();
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m_shape[j].draw_fill();
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m_tex[j].unbind();
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m_tex[j].unbind();
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@@ -1438,7 +1438,7 @@ void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera * m_xform * m_xform_local);
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera * m_xform * m_xform_local);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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m_tex[i].bind();
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m_tex[i].bind();
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Canvas::I->m_sampler.bind(0);
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Canvas::I->m_sampler_linear.bind(0);
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m_shape[i].draw_fill();
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m_shape[i].draw_fill();
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m_tex[i].unbind();
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m_tex[i].unbind();
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}
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}
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