+ static bool debug_output_done = false;
+ if (!debug_output_done)
+ {
+ m_document.DebugDumpObjects();
+ debug_output_done = true;
+ }
+
+ glClearColor(1.f,1.f,1.f,1.f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(Float(m_bounds.x), Float(m_bounds.x)+Float(m_bounds.w), Float(m_bounds.y) + Float(m_bounds.h), Float(m_bounds.y), -1.f, 1.f);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glColor4f(0.f,0.f,0.f,1.f);
+ glBegin(GL_QUADS);
+ for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
+ {
+ if (m_document.m_objects.types[id] == RECT_FILLED)
+ continue;
+ Rect obj_bounds = m_document.m_objects.bounds[id];
+ glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
+ glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
+ glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
+ glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
+ }
+ glEnd();
+