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Fixed bug which would cause program to crash if there was no image associated with an overlay in windows build (see checkbox in sunLightExample)
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25708678f6
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1 changed files with 35 additions and 32 deletions
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@ -75,46 +75,49 @@ void ImageOverlay::render(RenderArgs* args) {
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glm::vec2 topLeft(left, top);
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glm::vec2 bottomRight(right, bottom);
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float imageWidth = _texture->getWidth();
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float imageHeight = _texture->getHeight();
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// if for some reason our image is not over 0 width or height, don't attempt to render the image
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if (_renderImage && imageWidth > 0 && imageHeight > 0) {
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if (_renderImage) {
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float imageWidth = _texture->getWidth();
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float imageHeight = _texture->getHeight();
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if (imageWidth > 0 && imageHeight > 0) {
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QRect fromImage;
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if (_wantClipFromImage) {
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float scaleX = imageWidth / _texture->getOriginalWidth();
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float scaleY = imageHeight / _texture->getOriginalHeight();
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QRect fromImage;
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if (_wantClipFromImage) {
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float scaleX = imageWidth / _texture->getOriginalWidth();
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float scaleY = imageHeight / _texture->getOriginalHeight();
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fromImage.setX(scaleX * _fromImage.x());
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fromImage.setY(scaleY * _fromImage.y());
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fromImage.setWidth(scaleX * _fromImage.width());
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fromImage.setHeight(scaleY * _fromImage.height());
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}
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else {
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fromImage.setX(0);
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fromImage.setY(0);
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fromImage.setWidth(imageWidth);
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fromImage.setHeight(imageHeight);
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}
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fromImage.setX(scaleX * _fromImage.x());
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fromImage.setY(scaleY * _fromImage.y());
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fromImage.setWidth(scaleX * _fromImage.width());
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fromImage.setHeight(scaleY * _fromImage.height());
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} else {
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fromImage.setX(0);
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fromImage.setY(0);
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fromImage.setWidth(imageWidth);
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fromImage.setHeight(imageHeight);
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float x = fromImage.x() / imageWidth;
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float y = fromImage.y() / imageHeight;
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float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure
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float h = fromImage.height() / imageHeight;
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glm::vec2 texCoordTopLeft(x, y);
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glm::vec2 texCoordBottomRight(x + w, y + h);
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DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, quadColor);
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}
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else {
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DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, quadColor);
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}
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float x = fromImage.x() / imageWidth;
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float y = fromImage.y() / imageHeight;
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float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure
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float h = fromImage.height() / imageHeight;
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glm::vec2 texCoordTopLeft(x, y);
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glm::vec2 texCoordBottomRight(x + w, y + h);
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DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, quadColor);
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} else {
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DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, quadColor);
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}
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if (_renderImage) {
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glDisable(GL_TEXTURE_2D);
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if (_renderImage) {
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glDisable(GL_TEXTURE_2D);
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}
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}
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}
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void ImageOverlay::setProperties(const QScriptValue& properties) {
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Overlay2D::setProperties(properties);
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