remove glm swizzling for better debugability
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@@ -186,7 +186,7 @@ public:
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m_canvas->m_layers[m_layer_idx].m_dirty_face[i] = m_old_dirty[i];
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m_canvas->m_layers[m_layer_idx].m_rtt[i].bindTexture();
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glm::vec2 box_sz = m_box[i].zw() - m_box[i].xy();
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glm::vec2 box_sz = zw(m_box[i]) - xy(m_box[i]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, (int)m_box[i].x, (int)m_box[i].y, (int)box_sz.x, (int)box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, m_image[i].get());
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m_canvas->m_layers[m_layer_idx].m_rtt[i].unbindTexture();
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}
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@@ -196,7 +196,7 @@ public:
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size_t mem = 0;
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for (int i = 0; i < 6; i++)
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{
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glm::ivec2 sz = m_box[i].zw() - m_box[i].xy();
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glm::ivec2 sz = zw(m_box[i]) - xy(m_box[i]);
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mem += sz.x * sz.y * 4 + sizeof(*this);
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}
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return mem;
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