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Hiding measuring button if not mesh, dont zip if exporting to laz, updating Export XXX button based on the current context, fixed always blending texture/color on not visualization mode
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@@ -265,7 +265,7 @@ const std::string kTextureMeshBlendingFragmentShader =
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"varying float vLightWeighting;\n"
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""
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"void main() {\n"
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" vec4 textureColor = texture2D(uTexture, vTexCoord) * vec4(vColor.z, vColor.y, vColor.x, 1.0);\n"
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" vec4 textureColor = texture2D(uTexture, vTexCoord);\n"
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" float alpha = 1.0;\n"
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" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
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" vec4 depthPacked = texture2D(uDepthTexture, coord);\n"
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@@ -93,7 +93,7 @@ Scene::Scene() :
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lighting_(false),
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backfaceCulling_(true),
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wireFrame_(false),
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textureColorSeamsHidden_(false),
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textureColorSeamsHidden_(true),
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r_(0.0f),
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g_(0.0f),
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b_(0.0f),
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