sculpture view cleanup
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@ -150,7 +150,6 @@ SculptureView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* Rend
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{
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led_buffer* LedBuffer = LedSystemGetBuffer(&State->LedSystem, BufferIndex);
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u32 JobsNeeded = U32DivideRoundUp(LedBuffer->LedCount, MaxLEDsPerJob);
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u32 NextLEDIndex = 0;
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for (u32 Job = 0; Job < JobsNeeded; Job++)
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{
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@ -177,7 +176,6 @@ SculptureView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* Rend
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// needs to relyon the window bounds rather than the panel bounds. Ideally the panel only needs to know where
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// itself is, and nothing else.
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PushRenderOrthographic(RenderBuffer, State->WindowBounds);
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if (State->Assemblies.Count > 0)
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{
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assembly Assembly = State->Assemblies.Values[0];
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@ -198,7 +196,6 @@ SculptureView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* Rend
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v2 BoxMax = LedOnScreenPosition + BoxHalfDim;
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PushRenderBoundingBox2D(RenderBuffer, BoxMin, BoxMax, 2.0f, TealV4);
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}
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Context.GeneralWorkQueue->CompleteQueueWork(Context.GeneralWorkQueue, Context.ThreadContext);
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}
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