fix vr and save imported abr textures
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@@ -224,7 +224,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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// draw the cursor
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// draw the cursor
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{
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{
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auto cur = (glm::vec2(cursor.x / width, 1.f - cursor.y / height) - 0.5f) * 2.f;
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auto cur = (glm::vec2(cursor.x / width * zoom, 1.f - cursor.y / height * zoom) - 0.5f) * 2.f;
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auto mvp = proj * camera *
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auto mvp = proj * camera *
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glm::scale(glm::vec3(100)) *
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glm::scale(glm::vec3(100)) *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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@@ -85,6 +85,8 @@ bool NodePanelStroke::import_abr(const std::string& path)
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async_update();
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async_update();
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async_end();
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async_end();
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});
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});
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m_brush_popup->save();
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parallel_for(abr.m_patterns.size(), [&](size_t i)
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parallel_for(abr.m_patterns.size(), [&](size_t i)
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//for (const auto& patt : abr.m_patterns)
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//for (const auto& patt : abr.m_patterns)
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{
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{
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@@ -116,6 +118,8 @@ bool NodePanelStroke::import_abr(const std::string& path)
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async_update();
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async_update();
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async_end();
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async_end();
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});
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});
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m_pattern_popup->save();
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auto brushes = abr.compute_brushes(App::I.data_path);
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auto brushes = abr.compute_brushes(App::I.data_path);
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for (const auto& pr : brushes)
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for (const auto& pr : brushes)
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{
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{
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