Removed yet another block of outdated render code, fixed unSetMode
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@@ -32,7 +32,6 @@ class Application { // : public GApp {
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PartInstance* makePart();
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PartInstance* makePart();
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void drawButtons(RenderDevice* rd);
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void drawButtons(RenderDevice* rd);
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void drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, LightingParameters lighting, Vector3 size, Vector3 pos, CoordinateFrame c);
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void drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, LightingParameters lighting, Vector3 size, Vector3 pos, CoordinateFrame c);
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void makeFlag(Vector3 &vec, RenderDevice* &rd);
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std::vector<Instance*> getSelection();
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std::vector<Instance*> getSelection();
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void deleteInstance();
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void deleteInstance();
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void run();
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void run();
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@@ -49,6 +48,7 @@ class Application { // : public GApp {
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void onMouseWheel(int x, int y, short delta);
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void onMouseWheel(int x, int y, short delta);
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void setFocus(bool isFocused);
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void setFocus(bool isFocused);
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int getMode();
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int getMode();
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void unSetMode();
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CameraController cameraController;
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CameraController cameraController;
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UserInput* userInput;
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UserInput* userInput;
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PropertyWindow* _propWindow;
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PropertyWindow* _propWindow;
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@@ -510,33 +510,6 @@ void Application::changeTool(Tool * newTool)
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}
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}
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void Application::makeFlag(Vector3 &vec, RenderDevice* &rd)
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{
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Vector3 up = Vector3(vec.x, vec.y+3, vec.z);
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rd->setColor(Color3::blue());
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rd->beforePrimitive();
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glBegin(GL_LINES);
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glVertex3f(vec.x, vec.y, vec.z);
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glVertex3f(up.x, up.y, up.z);
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glEnd();
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glBegin( GL_TRIANGLES );
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glVertex3f(up.x, up.y-1, up.z);
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glVertex3f(up.x, up.y-0.5, up.z-1);
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glVertex3f(up.x, up.y, up.z);
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glVertex3f(up.x, up.y, up.z);
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glVertex3f(up.x, up.y-0.5, up.z-1);
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glVertex3f(up.x, up.y-1, up.z);
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glEnd();
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rd->afterPrimitive();
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rd->setColor(Color3::white());
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//I know how i will approach this now
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}
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void Application::setMode(int mode)
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void Application::setMode(int mode)
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{
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{
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_mode = mode;
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_mode = mode;
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