refactor stroke drawing
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@@ -53,7 +53,7 @@ bool ray_intersect(glm::vec3 ray_origin, glm::vec3 ray_dir, glm::vec3 plane_orig
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bool segments_intersect(const glm::vec2& p0a, const glm::vec2& p0b,
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const glm::vec2& p1a, const glm::vec2& p1b, glm::vec2& out_pt, glm::vec2& out_hit_uv);
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bool point_side(glm::vec2 a, glm::vec2 b, glm::vec2 p);
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std::vector<vertex_t> poly_intersect(const std::vector<vertex_t>& poly, const std::vector<glm::vec2>& clip);
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std::vector<vertex_t> poly_intersect(const vertex_t* poly_begin, const vertex_t* poly_end, const std::vector<glm::vec2>& clip);
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std::vector<glm::vec2> poly_intersect(const std::vector<glm::vec2>& poly, const std::vector<glm::vec2>& clip);
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std::vector<glm::vec3> poly_clip_near(const std::vector<glm::vec3>& poly, float near_plane_distance);
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glm::vec4 rand_color();
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