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

(0) -30 -10 -7 +7 +10 +30 +100 +300 tip

mercurial