docs(gal-test): Add README and document DrawBitmap limitation
- Add comprehensive README documenting all 28 GAL test scenarios - Document known limitation: DrawBitmap uses legacy OpenGL immediate mode (glBegin/glEnd) incompatible with shader-based test harness - Add shader accessor for DrawBitmap workaround attempt - Clean up debug code from bitmap scenario The DrawBitmap limitation is acceptable because: - It's primarily used for reference images in schematics - WebGL port will need its own bitmap rendering implementation - All other 69 GAL methods are fully tested 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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4 changed files with 215 additions and 17 deletions
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@ -7,6 +7,10 @@
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* In OPENGL_GAL, it uses GL_BITMAP_CACHE to create GPU textures from wxImage data.
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* Position is controlled via Save/Translate/Restore, not by arguments to DrawBitmap.
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*
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* IMPORTANT: DrawBitmap uses legacy OpenGL immediate mode (glBegin/glVertex3f/glEnd)
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* which is incompatible with active shaders. We must deactivate the shader before
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* calling DrawBitmap and reactivate it afterward.
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*
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* This scenario demonstrates:
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* 1. Basic bitmap rendering with checkerboard pattern
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* 2. Gradient patterns (horizontal, vertical, radial)
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@ -15,8 +19,11 @@
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* 5. Multiple bitmaps in a scene
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*/
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#include <GL/glew.h>
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#include <gal/graphics_abstraction_layer.h>
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#include <gal/opengl/opengl_gal.h>
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#include "../native/bitmap_base_stub.h"
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#include "../native/gal_test_accessor.h"
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#include <cmath>
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#ifndef M_PI
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@ -27,8 +34,61 @@ namespace GALTest {
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using KIGFX::COLOR4D;
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using KIGFX::GAL;
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using KIGFX::OPENGL_GAL;
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// Setup state needed for DrawBitmap (width/height cached per scenario)
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static int s_viewportWidth = 0;
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static int s_viewportHeight = 0;
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static void SetupFixedFunctionMatrices() {
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// Save current matrix state
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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// Note: GAL uses Y-down coordinate system with origin at top-left
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glOrtho(0, s_viewportWidth, s_viewportHeight, 0, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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}
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static void RestoreFixedFunctionMatrices() {
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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}
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// Helper to draw bitmap with shader deactivation
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// DrawBitmap uses glBegin/glEnd which requires fixed-function pipeline
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//
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// NOTE: This workaround attempts to make DrawBitmap work by deactivating the shader
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// and setting up fixed-function projection matrices. However, it doesn't fully work
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// because the legacy OpenGL immediate mode (glBegin/glEnd) used by OPENGL_GAL::DrawBitmap
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// is incompatible with the compositor FBO rendering used by this test harness.
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// See README.md for details.
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static void DrawBitmapWithShaderFix(GAL* gal, const BITMAP_BASE& bitmap, double alpha = 1.0) {
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auto* oglGal = static_cast<OPENGL_GAL*>(gal);
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DeactivateGALShader(oglGal);
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// Set up fixed-function matrices for the orthographic projection
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SetupFixedFunctionMatrices();
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gal->DrawBitmap(bitmap, alpha);
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// Restore matrices before reactivating shader
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RestoreFixedFunctionMatrices();
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ActivateGALShader(oglGal);
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}
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void RenderBitmap(GAL* gal, int width, int height) {
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// Cache viewport size for fixed-function matrix setup
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s_viewportWidth = width;
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s_viewportHeight = height;
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gal->SetLayerDepth(100);
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gal->SetIsFill(true);
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gal->SetIsStroke(false);
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@ -48,7 +108,7 @@ void RenderBitmap(GAL* gal, int width, int height) {
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// Position bitmap at (80, 80) - use transform
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gal->Save();
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gal->Translate(VECTOR2D(100, 100)); // Center position
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gal->DrawBitmap(*checkerboard, 1.0);
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DrawBitmapWithShaderFix(gal, *checkerboard, 1.0);
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gal->Restore();
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// Section label frame
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@ -67,7 +127,7 @@ void RenderBitmap(GAL* gal, int width, int height) {
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gal->Save();
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gal->Translate(VECTOR2D(300, 100));
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gal->DrawBitmap(*gradient, 1.0);
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DrawBitmapWithShaderFix(gal, *gradient, 1.0);
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gal->Restore();
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// Section frame
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@ -85,7 +145,7 @@ void RenderBitmap(GAL* gal, int width, int height) {
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gal->Save();
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gal->Translate(VECTOR2D(520, 100));
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gal->DrawBitmap(*logo, 1.0);
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DrawBitmapWithShaderFix(gal, *logo, 1.0);
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gal->Restore();
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// Section frame
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@ -103,7 +163,7 @@ void RenderBitmap(GAL* gal, int width, int height) {
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gal->Save();
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gal->Translate(VECTOR2D(720, 100));
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gal->DrawBitmap(*radial, 1.0);
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DrawBitmapWithShaderFix(gal, *radial, 1.0);
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gal->Restore();
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// Section frame
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@ -127,21 +187,21 @@ void RenderBitmap(GAL* gal, int width, int height) {
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auto small = CreateCheckerboardBitmap(32, 32, 4);
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gal->Save();
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gal->Translate(VECTOR2D(80, 280));
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gal->DrawBitmap(*small, 1.0);
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DrawBitmapWithShaderFix(gal, *small, 1.0);
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gal->Restore();
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// Medium bitmap (64x64)
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auto medium = CreateCheckerboardBitmap(64, 64, 8);
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gal->Save();
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gal->Translate(VECTOR2D(180, 290));
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gal->DrawBitmap(*medium, 1.0);
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DrawBitmapWithShaderFix(gal, *medium, 1.0);
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gal->Restore();
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// Large bitmap (96x96)
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auto large = CreateCheckerboardBitmap(96, 96, 12);
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gal->Save();
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gal->Translate(VECTOR2D(300, 290));
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gal->DrawBitmap(*large, 1.0);
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DrawBitmapWithShaderFix(gal, *large, 1.0);
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gal->Restore();
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// Section frame
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@ -166,14 +226,14 @@ void RenderBitmap(GAL* gal, int width, int height) {
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auto hStripes = CreateStripedBitmap(64, 64, true);
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gal->Save();
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gal->Translate(VECTOR2D(460, 290));
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gal->DrawBitmap(*hStripes, 1.0);
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DrawBitmapWithShaderFix(gal, *hStripes, 1.0);
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gal->Restore();
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// Vertical stripes
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auto vStripes = CreateStripedBitmap(64, 64, false);
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gal->Save();
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gal->Translate(VECTOR2D(550, 290));
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gal->DrawBitmap(*vStripes, 1.0);
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DrawBitmapWithShaderFix(gal, *vStripes, 1.0);
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gal->Restore();
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// Section frame
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@ -206,22 +266,22 @@ void RenderBitmap(GAL* gal, int width, int height) {
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gal->Save();
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gal->Translate(VECTOR2D(670, 260));
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gal->DrawBitmap(*bmp1, 1.0);
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DrawBitmapWithShaderFix(gal, *bmp1, 1.0);
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gal->Restore();
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gal->Save();
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gal->Translate(VECTOR2D(750, 260));
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gal->DrawBitmap(*bmp2, 1.0);
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DrawBitmapWithShaderFix(gal, *bmp2, 1.0);
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gal->Restore();
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gal->Save();
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gal->Translate(VECTOR2D(670, 330));
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gal->DrawBitmap(*bmp3, 1.0);
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DrawBitmapWithShaderFix(gal, *bmp3, 1.0);
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gal->Restore();
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gal->Save();
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gal->Translate(VECTOR2D(750, 330));
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gal->DrawBitmap(*bmp4, 1.0);
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DrawBitmapWithShaderFix(gal, *bmp4, 1.0);
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gal->Restore();
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// Section frame
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@ -245,7 +305,7 @@ void RenderBitmap(GAL* gal, int width, int height) {
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auto central = CreateKiCadLogoBitmap(100, 100);
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gal->Save();
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gal->Translate(VECTOR2D(210, 490));
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gal->DrawBitmap(*central, 1.0);
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DrawBitmapWithShaderFix(gal, *central, 1.0);
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gal->Restore();
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// Decorative circles around bitmap
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@ -301,7 +361,7 @@ void RenderBitmap(GAL* gal, int width, int height) {
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hGradBitmap->SetImage(hGradImg);
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gal->Save();
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gal->Translate(VECTOR2D(520, 450));
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gal->DrawBitmap(*hGradBitmap, 1.0);
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DrawBitmapWithShaderFix(gal, *hGradBitmap, 1.0);
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gal->Restore();
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// Vertical gradient
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@ -310,7 +370,7 @@ void RenderBitmap(GAL* gal, int width, int height) {
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vGradBitmap->SetImage(vGradImg);
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gal->Save();
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gal->Translate(VECTOR2D(520, 510));
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gal->DrawBitmap(*vGradBitmap, 1.0);
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DrawBitmapWithShaderFix(gal, *vGradBitmap, 1.0);
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gal->Restore();
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// Radial gradient (larger)
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@ -319,7 +379,7 @@ void RenderBitmap(GAL* gal, int width, int height) {
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radialBitmap->SetImage(radialImg);
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gal->Save();
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gal->Translate(VECTOR2D(700, 490));
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gal->DrawBitmap(*radialBitmap, 1.0);
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DrawBitmapWithShaderFix(gal, *radialBitmap, 1.0);
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gal->Restore();
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// Section frame
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