simplification

added a render style for pick scene

fixed signed vs unsigned nonsense in gl::Compiler::idFromColor

added some meta stuff, simplified quadrilateral splitting and tested it

finished splitQuadrilateral theoretically (untested)

document AbstractBasicShaderProgram

negative axes are now drawn in darker color

ldraw::Id is now templated for extra type safety

stretch the grid quadrilateral less, hopefully this makes fragments small enough even on integrated

show axis directions on the screen

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mercurial