Start using settings.aardGl where appropriate
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@ -299,14 +299,15 @@ class AardGl {
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// [0] initiate "dependencies" first
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//
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// This is space for EdgeDetector and GuardLine init
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//
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// [1] initiate canvases
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//
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if (!cwidth) {
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cwidth = this.settings.active.arDetect.canvasDimensions.sampleCanvas.width;
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cheight = this.settings.active.arDetect.canvasDimensions.sampleCanvas.height;
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cwidth = this.settings.active.aardGl.canvasDimensions.sampleCanvas.width;
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cheight = this.settings.active.aardGl.canvasDimensions.sampleCanvas.height;
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}
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if (this.canvas) {
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@ -366,7 +367,7 @@ class AardGl {
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// we need a rectangle. This is output data, not texture. This means that the size of the rectangle should be
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// [sample count] x height of the sample, as shader can sample frame at a different resolution than what gets
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// rendered here. We don't need all horizontal pixels on our output. We do need all vertical pixels, though)
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this.glSetRectangle(this.gl, this.settings.active.arDetect.sampling.staticCols, cheight);
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this.glSetRectangle(this.gl, this.settings.active.aard.sampleCols, cheight);
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// do setup once
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// tho we could do it for every frame
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