Cleanup and complete keybindings
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@ -80,17 +80,19 @@ class FullDemo : public Gedeng::Application {
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if (Gedeng::Input::is_key_down(GLFW_KEY_4)) tessellation_factor += delta * 8.0;
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if (Gedeng::Input::is_key_down(GLFW_KEY_3)) tessellation_factor -= delta * 8.0;
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if (Gedeng::Input::is_key_down(GLFW_KEY_6)) number_of_steps += delta * 5.0;
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if (Gedeng::Input::is_key_down(GLFW_KEY_5)) number_of_steps -= delta * 5.0;
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if (Gedeng::Input::is_key_down(GLFW_KEY_8)) number_of_refinement_steps += delta * 5.0;
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if (Gedeng::Input::is_key_down(GLFW_KEY_7)) number_of_refinement_steps -= delta * 5.0;
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if (Gedeng::Input::is_key_down(GLFW_KEY_0)) bump_depth += delta * 0.1;
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if (Gedeng::Input::is_key_down(GLFW_KEY_9)) bump_depth -= delta * 0.1;
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particles.set_interval(particle_interval);
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}
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void dynamic_update(double delta) override {
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// Wireframe?
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if (Gedeng::Input::is_key_down(GLFW_KEY_B)) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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} else {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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// Marching cubes
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// Create the noise
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