fixed bug that caused flickering textures
The ViewerGLWidget would receive raw GLuint textures while most of Olive uses an OpenGLTexture C++ wrapper. Unfortunately this would lead to the C++ wrapper getting destroyed since its instance wasn't kept in the ViewerGLWidget. This meant by the time the ViewerGLWidget would re-draw, the texture would have already been destroyed leading to some black frames. This is now fixed.
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@@ -96,7 +96,7 @@ void ViewerGLWidget::SetOCIOLook(const QString &look)
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update();
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}
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void ViewerGLWidget::SetTexture(GLuint tex)
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void ViewerGLWidget::SetTexture(OpenGLTexturePtr tex)
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{
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// Update the texture
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texture_ = tex;
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@@ -124,7 +124,7 @@ void ViewerGLWidget::initializeGL()
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void ViewerGLWidget::paintGL()
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{
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// We only draw if we have a pipeline
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if (!pipeline_) {
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if (!pipeline_ || !texture_) {
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return;
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}
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@@ -135,17 +135,14 @@ void ViewerGLWidget::paintGL()
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f->glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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f->glClear(GL_COLOR_BUFFER_BIT);
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// Check if we have a texture to draw
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if (texture_ > 0) {
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// Bind retrieved texture
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f->glBindTexture(GL_TEXTURE_2D, texture_);
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// Bind retrieved texture
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f->glBindTexture(GL_TEXTURE_2D, texture_->texture());
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// Blit using the pipeline retrieved in initializeGL()
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OpenGLRenderFunctions::OCIOBlit(pipeline_, ocio_lut_, true, matrix_);
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// Blit using the pipeline retrieved in initializeGL()
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OpenGLRenderFunctions::OCIOBlit(pipeline_, ocio_lut_, true, matrix_);
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// Release retrieved texture
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f->glBindTexture(GL_TEXTURE_2D, 0);
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}
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// Release retrieved texture
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f->glBindTexture(GL_TEXTURE_2D, 0);
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}
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void ViewerGLWidget::RefreshColorPipeline()
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