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Redesign/qtcompatibility #128
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…phologica into redesign/qtcompatibility
…le shaders in Visual!
…Programs crash though.
Major changes. As part of this work, I decided to modify the way that VisualModels are set up. Now, instead of passing a shader program in the VisualModel constructor, I set up the access to shaders via a Visual::bindmodel(unique_ptr<VisualModel> vm) call which binds some callbacks and sets a pointer to the parent Visual inside the VisualModel. This is complete for GraphVisual, but lots of plumbing is required yet... Having done this, I have also now figured out how to get a Visual scene rendering in a Qt window! Progress...
…le shaders in Visual!
…Programs crash though.
Major changes. As part of this work, I decided to modify the way that VisualModels are set up. Now, instead of passing a shader program in the VisualModel constructor, I set up the access to shaders via a Visual::bindmodel(unique_ptr<VisualModel> vm) call which binds some callbacks and sets a pointer to the parent Visual inside the VisualModel. This is complete for GraphVisual, but lots of plumbing is required yet... Having done this, I have also now figured out how to get a Visual scene rendering in a Qt window! Progress...
…phologica into redesign/qtcompatibility
…his case, by a QOpenGLWidget
… the GLFW callback handlers, which can be more generic and shared with Qt
… v.shaders, requiring call of v.bindmodel (uptr)
…lable when it is called.
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This merges in the new work that I did around making morphologica into a Qt compatible OpenGL drawing system.