[nostalgia/core/studio] Fix subsheet editor to allocate correct number of pixels
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@@ -36,7 +36,7 @@ void TileSheetGrid::initBufferSet(const geo::Vec2 &paneSize, const TileSheet::Su
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glBindVertexArray(m_bufferSet.vao);
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// vbo
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m_bufferSet.vbo = glutils::generateBuffer();
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setBufferObjects(paneSize, subsheet, &m_bufferSet);
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setBufferObjects(paneSize, subsheet);
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glutils::sendVbo(m_bufferSet);
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// vbo layout
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const auto pt1Attr = static_cast<GLuint>(glGetAttribLocation(m_shader, "vPt1"));
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@@ -62,10 +62,10 @@ void TileSheetGrid::setBufferObject(geo::Point pt1, geo::Point pt2, Color32 c, f
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memcpy(vbo, vertices, sizeof(vertices));
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}
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void TileSheetGrid::setBufferObjects(const geo::Vec2 &paneSize, const TileSheet::SubSheet &subsheet, glutils::BufferSet *bg) noexcept {
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void TileSheetGrid::setBufferObjects(const geo::Vec2 &paneSize, const TileSheet::SubSheet &subsheet) noexcept {
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const auto pixSize = pixelSize(paneSize);
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const auto set = [&bg, &pixSize](unsigned i, geo::Point pt1, geo::Point pt2, Color32 c) {
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const auto vbo = &bg->vertices[i * VertexVboLength];
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const auto set = [&](unsigned i, geo::Point pt1, geo::Point pt2, Color32 c) {
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const auto vbo = &m_bufferSet.vertices[i * VertexVboLength];
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setBufferObject(pt1, pt2, c, vbo, pixSize);
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};
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// set buffer length
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