ios: fix path-traced viewport capture
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@@ -351,7 +351,10 @@ void camera_update(void *_) {
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if (camera_redraws > 0) {
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camera_redraws--;
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g_context->ddirty = 2;
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if (!ui_menu_show) {
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g_context->ddirty = 2;
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}
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if (g_context->camera_type == CAMERA_TYPE_ORTHOGRAPHIC) {
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viewport_update_camera_type(g_context->camera_type);
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@@ -414,7 +414,6 @@ gpu_texture_t *util_uv_uvislandmap = NULL;
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bool util_uv_uvislandmap_cached = false;
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i32 render_path_raytrace_frame = 0;
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bool render_path_raytrace_ready = false;
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i32 render_path_raytrace_dirty = 0;
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bool render_path_raytrace_init_shader = true;
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f32_array_t *render_path_raytrace_f32a;
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mat4_t render_path_raytrace_help_mat;
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@@ -84,8 +84,7 @@ void make_material_parse_mesh_material() {
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}
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g_context->ddirty = 2;
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render_path_raytrace_dirty = 1;
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g_context->pdirty = 1;
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}
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void make_material_parse_mesh_preview_material(material_data_t *md) {
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@@ -48,7 +48,7 @@ void render_path_raytrace_commands(bool use_live_layer) {
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}
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////
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if (g_context->pdirty > 0 || render_path_raytrace_dirty > 0) {
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if (g_context->pdirty > 0) {
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layers_flatten(true, NULL);
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}
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@@ -191,7 +191,7 @@ void render_path_raytrace_draw(bool use_live_layer) {
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#ifdef IRON_METAL
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// Delay path tracing additional samples while painting
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bool down = mouse_down("left") || pen_down("tip");
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if (context_in_3d_view() && down) {
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if (context_in_3d_view() && down && !ui_menu_show) {
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render_path_raytrace_frame = 0;
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}
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#endif
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