fix undo and redo
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@@ -296,8 +296,25 @@ void NodeCanvas::draw()
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m_blender_rtt.unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_blender_rtt.unbindTexture();
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}
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#ifdef _DEBUG
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// draw dirty area
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{
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auto bb = m_canvas->m_layers[layer_index].m_dirty_box[plane_index] / (float)m_canvas->m_layers[layer_index].w;
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glm::vec2 bbmin = xy(bb);
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glm::vec2 bbsz = zw(bb) - xy(bb);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 });
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z
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* glm::translate(glm::vec3(bbmin * 2.f, 0))
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* glm::translate(glm::vec3(-1, -1, 0))
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* glm::scale(glm::vec3(bbsz, 1))
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* glm::translate(glm::vec3(1, 1, 0))
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);
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m_face_plane.draw_stroke();
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}
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#endif
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}
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}
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if (use_blend)
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