GetIdent is called from an UI event callback, at which point there
might well not be an active GL context. Before this commit, that
would return a NULL pointer and result in a crash.
- Fix invalid osx_image xcode8.2
- Drop depreceated sudo keyword
- Run debian build on bionic image & re-enable building with ui
- Split build into separate jobs & stages for better separation of concerns
Before this commit, certain fonts (e.g. Terminus) would appear in
the selector but cause a crash (assertion failure) if they are used.
After this commit, we make sure all preconditions are met before
showing a font there.
Also, improve error reporting to always print font filename.
This was originally changed in 74aa80b6, but the fix broke stipping
because it incorrectly changed the logic. Revert that, and just make
the textures smaller instead.
Before this commit, resizing the property browser would cut off
the rows at the bottom, or else add black space, until next refresh.
This could be perhaps more elegantly done by adding an onResize event
but given that each of them would be followed by onRender anyway, it
seems there's no benefit to adding onResize.
As I understand it, both glGetError() and glFinish() are serializing
and blockig, so it makes more sense to call them at the same time.
glFlush() does not block.
Since Catalina or earlier this no longer causes artifacts when Cocoa
controls are overlaid on a GL layer. Conversely, offscreen rendering
is very slow, especially on HiDPI screens.
Co-Authored-By: Koen Schmeets <hello@koenschmeets.nl>
When drawing the graphics window, we flush it twice: once to draw
the geometry, and another time to draw the UI overlay (toolbar,
selection marquee, and FPS counter). Calling glFinish() each time
is (on most platforms) just pointlessly slow, but on macOS Catalina,
without offscreen rendering, it causes the toolbar to flicker.
Instead of calling glFinish() twice per frame in that case, call
glFlush() twice and then glFinish() once we really are done.
Union and difference are optimized by replacing the expression
(!inShell && !inFace)
which is equivqlent to
(!inShell && !inSame && !inOpp)
with
outSide
which is equivalent, since SShell::Class::OUTSIDE is the only remaining possibility.
Per the OpenGL documentation:
> GL_INVALID_VALUE may be generated if level is greater than
> log2(max), where max is the returned value of GL_MAX_TEXTURE_SIZE.
Although we always passed `log2(max) + 1` as `level`, for some reason
none of the GL implementations we run on ever returned an error.
It also appears there is a bug in ANGLE that crashes the process
instead in this case if the C++ runtime performs bound checks on
vector::operator[]=.