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update imgui bindings
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d2876aece6
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@ -402,28 +402,28 @@ var
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begin
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ImGui_ImplSdlGL2_NewFrame(g_window);
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style := igGetStyle();
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style := Imgui.GetStyle();
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style^.WindowRounding := 0;
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igBegin('Mesh');
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Imgui.Begin_('Mesh');
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if not g_model_loading_failed then begin
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Imgui.Text(g_model_name);
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end else
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Imgui.Text('mesh loading failed :(');
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igEnd;
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Imgui.End_;
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igBegin('Rendering options');
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igCheckbox('points', @view.opts.points);
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igCheckbox('wireframe', @view.opts.wireframe);
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igCheckbox('textures', @view.opts.textures);
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igCheckbox('vertex colors', @view.opts.vcolors);
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Imgui.Begin_('Rendering options');
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Imgui.Checkbox('points', @view.opts.points);
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Imgui.Checkbox('wireframe', @view.opts.wireframe);
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Imgui.Checkbox('textures', @view.opts.textures);
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Imgui.Checkbox('vertex colors', @view.opts.vcolors);
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if g_model <> nil then
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if igButton('Export to obj', ImVec2Init(0,0)) then
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if Imgui.Button('Export to obj', ImVec2Init(0,0)) then
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g_model.ExportObj('rs_exported.obj');
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igEnd;
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Imgui.End_;
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selected_mesh_name := EmptyStr;
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igBegin('File list');
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Imgui.Begin_('File list');
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//todo filter
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for file_item in g_filelist do begin
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fitem_selected := file_item.name = g_model_name;
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@ -432,7 +432,7 @@ begin
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selected_item := file_item;
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end;
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end;
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igEnd;
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Imgui.End_;
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if (selected_mesh_name <> EmptyStr) and (selected_mesh_name <> g_model_name) then begin
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try
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