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float32 conversion #3663
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float32 conversion #3663
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d8ada72
use proper float32 scaling (wip)
SimonDanisch 3dca738
allow types to pass through PointBased conversion [prototyping]
ffreyer c9bbf5d
constants overwrite [prototyping]
ffreyer d5ab55c
Float64 boundingboxes/data_limits
ffreyer e7549a1
Float64 axis limits
ffreyer 7eb0603
fix range step cannot be 0 (Float64 limits/ticks in lineaxis)
ffreyer 795c6b7
prototype new version of Float scaling
ffreyer 69e3d05
change model/transform_func to Float64
ffreyer 6e68de5
add Float32Convert -> Mat4d conversion
ffreyer 05756e9
get CairoMakie working
ffreyer 1f8fcf3
move f32 cnversion to scene & prototype CairoMakie
ffreyer 0dce2ce
rename and actually convert to Float32
ffreyer d2a2087
prototype GLMakie
ffreyer 6ada066
Merge branch 'breaking-0.21' into sd/float32-conversion
ffreyer c692aaa
cleanup prints
ffreyer bcc4bdc
get lines working again
ffreyer af49f41
get GLMakie working + some interactivity
ffreyer c42a9c3
fix rect zoom
ffreyer bb6d675
fix typo
ffreyer 5404890
disable old f32 conversion
ffreyer 05c2705
hide most screens
ffreyer c662066
some test fixes
ffreyer 9a5c4da
fix normalmatrix types
ffreyer c844ee2
Merge branch 'sd/axis-converts' into sd/float32-conversion
SimonDanisch 764f37f
fix merge conflict
SimonDanisch 738023f
Streamline data_limits and boundingbox (#3671)
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I thought we still may want a
Float32Projection <: PointTransform
type, and then create one of those per scene, and apply them directly indrawing_primitives.jl
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Wouldn't that override the plot's native
transform_func
, though?There was a problem hiding this comment.
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We wouldn't want to replace existing transform_func's though, would we?
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Ah I guess I meant:
And then in apply_transform do the heavy lifting and apply the original transform...
We should not overwrite the plot.transform, that's why I put it in
gl_attributes