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the return of the renderer menu, and some fixes for classpath
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@@ -202,7 +202,7 @@ public class PApplet extends Applet
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//loopMethod = true;
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looping = true;
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redraw = true; // draw this guy once
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firstMouseEvent = true;
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//firstMouseEvent = true;
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/*
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// call setup for changed params
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@@ -38,6 +38,8 @@ X make play button un-highlight with opengl
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X also make window move messages work properly
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X very necessary, since opens window at 100x100
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X problem was the threading issues
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X bring back renderer menu
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X reading/saving pref for opengl renderer
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X beginFrame() around setup()
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X draw mode stuff happens inside setup..
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@@ -45,7 +47,14 @@ o or maybe need to get better at size() inside of draw() ?
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_ make this consistent with the regular PApplet
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_ otherwise things are going to be weird/difficult for debugging
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_ when running externally, regular applets don't get placed properly
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_ make sure background() gets called at least once with opengl
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_ depth() shouldn't be needed for opengl unless actually 3D
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_ right now the camera doesn't get set up unless you call depth()
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_ when running externally, applets don't always get placed properly
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_ problem is in gl and in core, and is inconsistent
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_ move more logic for layout into PApplet.. maybe a static method?
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_ this way can avoid duplicating / breaking things
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_ still threading issues with running opengl
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_ first run hangs until quit
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