fix clear and fill bucket bug
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@@ -144,17 +144,18 @@ void ui::Canvas::snap_history(const std::vector<int>& planes)
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auto action = new ActionStroke;
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for (auto i : planes)
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{
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if (!m_dirty_face[i])
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if (!m_layers[m_current_layer_idx].m_dirty_face[i])
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continue; // no stroke on this face, skip it
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m_layers[m_current_layer_idx].m_rtt[i].bindFramebuffer();
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// save image before commit
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glm::vec2 box_sz = m_dirty_box[i].zw() - m_dirty_box[i].xy();
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glm::vec2 box_or = m_layers[m_current_layer_idx].m_dirty_box[i].xy();
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glm::vec2 box_sz = m_layers[m_current_layer_idx].m_dirty_box[i].zw() - m_layers[m_current_layer_idx].m_dirty_box[i].xy();
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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glReadPixels(m_dirty_box[i].x, m_dirty_box[i].y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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glReadPixels(box_or.x, box_or.y, box_sz.x, box_sz.y, GL_RGBA, GL_UNSIGNED_BYTE, action->m_image[i].get());
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action->m_box[i] = m_dirty_box[i];
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action->m_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx].m_dirty_box[i];
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action->m_old_dirty[i] = m_layers[m_current_layer_idx].m_dirty_face[i];
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