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OpenGL modernization: draw waterfall grid time lines the new way
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@ -1324,21 +1324,8 @@ void GLSpectrum::paintGL()
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}
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glPushMatrix();
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QVector4D color(1.0f, 1.0f, 1.0f, (float) m_displayGridIntensity / 100.0f);
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glTranslatef(m_glWaterfallRect.x(), m_glWaterfallRect.y(), 0);
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m_glShaderSimple.drawSegments(m_glWaterfallBoxMatrix, color, q3, 2*effectiveTicks);
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glScalef(m_glWaterfallRect.width(), m_glWaterfallRect.height(), 1);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glLineWidth(1.0f);
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glColor4f(1, 1, 1, m_displayGridIntensity / 100.0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, q3);
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glDrawArrays(GL_LINES, 0, 2*effectiveTicks);
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glDisableClientState(GL_VERTEX_ARRAY);
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glPopMatrix();
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}
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}
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#endif
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#endif
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tickList = &m_frequencyScale.getTickList();
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tickList = &m_frequencyScale.getTickList();
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@ -1386,17 +1373,6 @@ void GLSpectrum::paintGL()
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QVector4D color(1.0f, 1.0f, 1.0f, (float) m_displayGridIntensity / 100.0f);
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QVector4D color(1.0f, 1.0f, 1.0f, (float) m_displayGridIntensity / 100.0f);
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m_glShaderSimple.drawSegments(m_glWaterfallBoxMatrix, color, q3, 2*effectiveTicks);
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m_glShaderSimple.drawSegments(m_glWaterfallBoxMatrix, color, q3, 2*effectiveTicks);
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// glPushMatrix();
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// glTranslatef(m_glWaterfallRect.x(), m_glWaterfallRect.y(), 0);
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// glScalef(m_glWaterfallRect.width(), m_glWaterfallRect.height(), 1);
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//
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// glEnableClientState(GL_VERTEX_ARRAY);
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// glVertexPointer(2, GL_FLOAT, 0, q3);
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// glDrawArrays(GL_LINES, 0, 2*effectiveTicks);
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// glDisableClientState(GL_VERTEX_ARRAY);
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//
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// glPopMatrix();
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}
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}
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#endif
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#endif
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}
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}
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