add textureTransform to ObjectBase
before textures load refactoring
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@@ -31,6 +31,7 @@
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class Effect1: public FramebufferEffectBase {
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public:
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QString name() const { return "Blur"; }
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void reloadShaders() { QGLEngineShaders::loadShadersMulti(mys, "test1.glsl"); }
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void draw() {
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auto planes = getFreePlanes(1);
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@@ -98,6 +99,7 @@ QGLViewWindow::QGLViewWindow(QWidget * parent): QMainWindow(parent), Ui::QGLView
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startTimer(1000 / 60);
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connect(view->view(), SIGNAL(keyEvent(Qt::Key, Qt::KeyboardModifiers)), this, SLOT(view_keyEvent(Qt::Key, Qt::KeyboardModifiers)));
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connect(view->view(), &QGLView::glEndPaint, this, [this]() { labelTimings->setText(view->view()->renderer_.getTimings()); });
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// connect(matEditor, SIGNAL(changed()), this, SLOT(materialChanged()));
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sceneTree->assignQGLView(view->view());
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matEditor->assignQGLView(view->view());
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@@ -206,7 +208,7 @@ void QGLViewWindow::on_actionSaveSelected_triggered() {
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if (f.right(4).toLower() != ".qgl") f += ".qgl";
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prev_path = f;
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QApplication::setOverrideCursor(Qt::WaitCursor);
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/// saveToQGLFile(f, sel_obj);
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// saveToQGLFile(f, sel_obj);
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QApplication::restoreOverrideCursor();
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}
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