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Separate Renderable::initialize into initialize and initializeGL functions
Handle initialize in a separate thread and display rudimentary loading screen
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@@ -232,7 +232,7 @@ bool RenderableFieldlines::isReady() const {
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return programReady && vectorFieldReady && fieldlineReady && seedPointsReady;
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}
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void RenderableFieldlines::initialize() {
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void RenderableFieldlines::initializeGL() {
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if (_vectorFieldInfo.empty() || _fieldlineInfo.empty() || _seedPointsInfo.empty()) {
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throw ghoul::RuntimeError("Error initializing");
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}
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@@ -245,7 +245,7 @@ void RenderableFieldlines::initialize() {
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);
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}
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void RenderableFieldlines::deinitialize() {
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void RenderableFieldlines::deinitializeGL() {
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glDeleteVertexArrays(1, &_fieldlineVAO);
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_fieldlineVAO = 0;
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glDeleteBuffers(1, &_vertexPositionBuffer);
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