render task queue the color pick action
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@@ -72,6 +72,8 @@ void Canvas::pick_update(int plane)
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if (m_pick_ready[plane])
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if (m_pick_ready[plane])
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return;
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return;
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App::I->render_task([this, plane]
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{
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// save viewport and clear color states
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// save viewport and clear color states
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GLint vp[4];
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GLint vp[4];
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GLfloat cc[4];
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GLfloat cc[4];
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@@ -105,7 +107,7 @@ void Canvas::pick_update(int plane)
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m_sampler.unbind();
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m_sampler.unbind();
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if (!m_pick_data[plane])
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if (!m_pick_data[plane])
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m_pick_data[plane] = std::make_unique<glm::u8vec4[]>(m_width*m_height);
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m_pick_data[plane] = std::make_unique<glm::u8vec4[]>(m_width * m_height);
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glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_pick_data[plane].get());
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glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_pick_data[plane].get());
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m_tmp[i].unbindFramebuffer();
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m_tmp[i].unbindFramebuffer();
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@@ -114,7 +116,7 @@ void Canvas::pick_update(int plane)
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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});
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m_pick_ready[plane] = true;
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m_pick_ready[plane] = true;
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}
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}
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