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clean up comments
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@@ -1368,11 +1368,9 @@ void TexturePreviewCanvas::ensure_gl_ready()
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{
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if (m_gl_initialized) return;
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// BBS loads GL entry points here with GLEW. Orca uses glad and centralises loading in
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// OpenGLManager, which has already run by the time any canvas is realized, so just
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// verify the loader is up and drain any stale error state.
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// glad leaves unresolved entry points as null pointers, so this is a cheap guard against
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// painting before OpenGLManager::init_gl() has run.
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// BBS loads the GL entry points here with GLEW; Orca loads them centrally in
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// OpenGLManager, so only check that this has already happened (glad leaves unresolved
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// entry points null) and drain any stale error state.
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if (glGetString == nullptr) {
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BOOST_LOG_TRIVIAL(error) << "TexturePreviewCanvas: OpenGL functions are not loaded yet";
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return;
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@@ -2436,10 +2434,9 @@ void TextureImportDialog::start_computation(bool auto_color, bool initial)
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settings.target_colors_num = auto_color ? 0 : (size_t)m_param_color_count;
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settings.smooth_weight = m_param_smooth / 10.0;
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settings.mesh_repair_decision = m_mesh_repair_decision;
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// BBS repairs the mesh through the Windows 3D SDK, which only exists on Windows and only
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// when the SDK is present at build time. Orca already ships a CGAL-based repair
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// (MeshBoolean::cgal::repair) that works on all three platforms, so use that instead —
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// this makes the repair path available on Linux and macOS too.
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// BBS repairs the mesh through the Windows 3D SDK, which is only available on Windows
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// builds that ship the SDK. Orca's CGAL-based repair (MeshBoolean::cgal::repair) works
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// on all three platforms, so use that instead.
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settings.mesh_repair_callback = [](const indexed_triangle_set& mesh,
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indexed_triangle_set& repaired_mesh,
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std::function<void(const char*, unsigned)> progress_callback,
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