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Tweak to see if we can get the new colour picking code working
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@ -278,8 +278,8 @@ public:
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private:
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unsigned char uniqueColorID[COLOR_COMPONENTS];
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static int nextColorID;
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static const int k, p;
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static unsigned nextColorID;
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static const unsigned k, p;
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static Mutex mutexNextColorID;
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static auto_ptr<PixelBufferWrapper> pbo;
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@ -1826,9 +1826,9 @@ PixelBufferWrapper::~PixelBufferWrapper() {
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cleanup();
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}
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const int BaseColorPickEntity::p = 64007;
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const int BaseColorPickEntity::k = 43067;
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int BaseColorPickEntity::nextColorID = BaseColorPickEntity::k;
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const unsigned BaseColorPickEntity::p = 64007;
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const unsigned BaseColorPickEntity::k = 43067;
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unsigned BaseColorPickEntity::nextColorID = BaseColorPickEntity::k;
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Mutex BaseColorPickEntity::mutexNextColorID;
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auto_ptr<PixelBufferWrapper> BaseColorPickEntity::pbo;
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@ -1845,7 +1845,7 @@ void BaseColorPickEntity::assign_color() {
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// nextColorID is a 16-bit (hi)colour (for players with 16-bit display depths)
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// we expand it to true-color for use with OpenGL
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const int
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const unsigned
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r = (nextColorID >> 11) & ((1<<5)-1),
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g = (nextColorID >> 5) & ((1<<6)-1),
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b = nextColorID & ((1<<5)-1);
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