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<peeps[zen]> joseph_: the important thing is just that it remains possible to build without errors when OpenCSG is disabled
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<gbruno> [github] kintel edited pull request #4656 (Use gettext functionality from glib instead of directly from gettext) https://github.com/openscad/openscad/pull/4656
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<gbruno> [github] kintel synchronize pull request #4656 (Use gettext functionality from glib instead of directly from gettext) https://github.com/openscad/openscad/pull/4656
<gbruno> [github] kintel pushed 12 modifications (Use gettext functionality from glib instead of directly from gettext) https://github.com/openscad/openscad/commit/591cb309cc86de97f6f2feeb1c71eb220ca76fe6
<gbruno> [github] kintel pushed 1 additions (Document OpenCSG git hash) https://github.com/openscad/openscad/commit/80e0bba2defa2d1d5999667699188c61a894b164
<gbruno> [github] kintel synchronize pull request #4596 (Add OpenCSG as a submodule (optional).) https://github.com/openscad/openscad/pull/4596
<gbruno> [github] kintel ready_for_review pull request #4656 (Use gettext functionality from glib instead of directly from gettext) https://github.com/openscad/openscad/pull/4656
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<kintel> joseph_: CGALRenderer has grown a bit out of hand; it not longer just renders CGAL geometry but can handle different geometries. At some point we'd probably want to be able to build _without_ CGAL, so planning for that world would be cool, but it might be a bit early to try to refactor that.
<kintel> The CGALRenderer is pretty slim, so forking it could be a good start. You'll probably find that it calls out into different components which also use legacy OpenGL, so if you find yourself forking a lot of code, take a break and see if you could isolate drawing logic from other app logic before duplicating any non-rendering code.
<kintel> OpenCSGRenderer has quite a bit of logic, so I'd be a bit more careful to fork that one
<kintel> ..but choosing one of them as a start could make sense; CGALRenderer could be a good choice since OpenCSG can be disabled.
<kintel> ..and a quick win could be to see if it's possible to get rendering code compiled into WASM
<kintel> Instead of "FinalRenderer" perhaps "GeometryRenderer" is a good name
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<joseph_> Thanks for the explanations/advice peeps[zen] and kintel
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