Unify drawing logic into glUtils.
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@@ -26,17 +26,7 @@ MultiImageVisualisation::MultiImageVisualisation(const fmri::LayerData &layer)
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void MultiImageVisualisation::render()
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{
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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texture.bind(GL_TEXTURE_2D);
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glTexCoordPointer(2, GL_FLOAT, 0, texCoordBuffer.data());
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glVertexPointer(3, GL_FLOAT, 0, vertexBuffer.data());
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glDrawArrays(GL_QUADS, 0, vertexBuffer.size() / 3);
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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drawImageTiles(vertexBuffer.size() / 3, vertexBuffer.data(), texCoordBuffer.data(), texture);
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}
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vector<float> MultiImageVisualisation::getVertices(const std::vector<float> &nodePositions, float scaling)
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