Moved DrawBackground to lcGLWidget.
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@@ -1257,57 +1257,6 @@ void lcModel::AddSubModelRenderMeshes(lcScene& Scene, const lcMatrix44& WorldMat
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Piece->AddSubModelRenderMeshes(Scene, WorldMatrix, DefaultColorIndex, RenderMeshState, ParentActive);
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}
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void lcModel::DrawBackground(lcGLWidget* Widget)
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{
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const lcPreferences& Preferences = lcGetPreferences();
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if (!Preferences.mBackgroundGradient)
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{
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lcVector3 BackgroundColor = lcVector3FromColor(Preferences.mBackgroundSolidColor);
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glClearColor(BackgroundColor[0], BackgroundColor[1], BackgroundColor[2], 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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return;
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}
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lcContext* Context = Widget->mContext;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Context->SetDepthWrite(false);
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glDisable(GL_DEPTH_TEST);
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float ViewWidth = (float)Widget->mWidth;
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float ViewHeight = (float)Widget->mHeight;
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Context->SetWorldMatrix(lcMatrix44Identity());
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Context->SetViewMatrix(lcMatrix44Translation(lcVector3(0.375, 0.375, 0.0)));
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Context->SetProjectionMatrix(lcMatrix44Ortho(0.0f, ViewWidth, 0.0f, ViewHeight, -1.0f, 1.0f));
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Context->SetSmoothShading(true);
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const lcVector3 Color1 = lcVector3FromColor(Preferences.mBackgroundGradientColorTop);
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const lcVector3 Color2 = lcVector3FromColor(Preferences.mBackgroundGradientColorBottom);
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float Verts[] =
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{
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ViewWidth, ViewHeight, Color1[0], Color1[1], Color1[2], 1.0f,
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0.0f, ViewHeight, Color1[0], Color1[1], Color1[2], 1.0f,
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0.0f, 0.0f, Color2[0], Color2[1], Color2[2], 1.0f,
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ViewWidth, 0.0f, Color2[0], Color2[1], Color2[2], 1.0f
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};
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Context->SetMaterial(lcMaterialType::UnlitVertexColor);
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Context->SetVertexBufferPointer(Verts);
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Context->SetVertexFormat(0, 2, 0, 0, 4, false);
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Context->DrawPrimitives(GL_TRIANGLE_FAN, 0, 4);
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Context->SetSmoothShading(false);
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glEnable(GL_DEPTH_TEST);
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Context->SetDepthWrite(true);
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}
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QImage lcModel::GetStepImage(bool Zoom, int Width, int Height, lcStep Step)
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{
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View* ActiveView = gMainWindow->GetActiveView();
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