fix debug build with vs2017
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@@ -15,19 +15,20 @@ class Layer
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{
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public:
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RTT m_rtt[6];
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glm::vec4 m_dirty_box[6];
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bool m_dirty_face[6];
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glm::vec4 m_dirty_box[6] = SIXPLETTE(glm::vec4(0));
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bool m_dirty_face[6] = SIXPLETTE(false);
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bool m_visible = true;
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bool m_alpha_locked = false;
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float m_opacity = 1.f;
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bool m_hightlight = false;
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std::string m_name;
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int w, h;
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int w = 0;
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int h = 0;
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struct Snapshot
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{
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std::unique_ptr<uint8_t[]> image[6];
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glm::vec4 m_dirty_box[6];
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bool m_dirty_face[6];
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std::unique_ptr<uint8_t[]> image[6] = SIXPLETTE(0);
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glm::vec4 m_dirty_box[6] = SIXPLETTE(glm::vec4(0));
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bool m_dirty_face[6] = SIXPLETTE(false);
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void create(int w, int h)
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{
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for (int i = 0; i < 6; i++)
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@@ -53,20 +54,20 @@ public:
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static Canvas* I;
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bool m_alpha_lock = false;
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bool m_touch_lock = true;
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glm::mat4 m_mv;
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glm::mat4 m_proj;
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glm::vec4 m_box;
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glm::vec2 m_pan;
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int m_width;
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int m_height;
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glm::mat4 m_mv{ 1 };
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glm::mat4 m_proj{ 1 };
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glm::vec4 m_box{ 0 };
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glm::vec2 m_pan{ 0 };
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int m_width = 0;
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int m_height = 0;
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bool m_use_instanced = false;
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int m_current_layer_idx = 0;
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std::unique_ptr<Stroke> m_current_stroke;
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bool m_show_tmp = false;
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std::vector<Layer> m_layers;
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std::vector<int> m_order;
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glm::vec4 m_dirty_box[6];
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bool m_dirty_face[6];
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glm::vec4 m_dirty_box[6] = SIXPLETTE(glm::vec4(0));
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bool m_dirty_face[6] = SIXPLETTE(false);
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Layer m_smask; // selection mask
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bool m_smask_active = false;
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RTT m_tmp[6];
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@@ -74,7 +75,7 @@ public:
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Texture2D m_tex[6];
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Texture2D m_tex2[6];
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bool m_pick_ready[6];
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std::unique_ptr<glm::u8vec4[]> m_pick_data[6];
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std::unique_ptr<glm::u8vec4[]> m_pick_data[6] = SIXPLETTE(nullptr);
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static glm::vec3 m_plane_origin[6];
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static glm::vec3 m_plane_normal[6];
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static glm::vec3 m_plane_tangent[6];
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@@ -84,8 +85,8 @@ public:
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Sampler m_sampler_bg;
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Sampler m_sampler_mask;
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Sampler m_sampler_stencil;
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glm::vec2 m_cam_rot;
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glm::vec3 m_cam_pos;
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glm::vec2 m_cam_rot{ 0 };
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glm::vec3 m_cam_pos{ 0 };
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float m_cam_fov = 85;
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Brush m_current_brush;
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