Convert m_pRenderControl from smart pointer to object
Having it be a pointer was an unnecessary complication with no gain.
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@@ -402,11 +402,11 @@ void OverlayController::Shutdown()
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}
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if ( m_pRenderTimer )
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{
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disconnect( m_pRenderControl.get(),
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disconnect( &m_renderControl,
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SIGNAL( renderRequested() ),
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this,
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SLOT( OnRenderRequest() ) );
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disconnect( m_pRenderControl.get(),
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disconnect( &m_renderControl,
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SIGNAL( sceneChanged() ),
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this,
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SLOT( OnRenderRequest() ) );
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@@ -418,7 +418,6 @@ void OverlayController::Shutdown()
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m_pRenderTimer.reset();
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}
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m_pWindow.reset();
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m_pRenderControl.reset();
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m_pFbo.reset();
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m_pOpenGLContext.reset();
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m_pOffscreenSurface.reset();
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@@ -493,15 +492,14 @@ void OverlayController::SetWidget( QQuickItem* quickItem,
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static_cast<int>( quickItem->height() ),
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fboFormat ) );
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m_pRenderControl.reset( new QQuickRenderControl() );
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m_pWindow.reset( new QQuickWindow( m_pRenderControl.get() ) );
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m_pWindow.reset( new QQuickWindow( &m_renderControl ) );
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m_pWindow->setRenderTarget( m_pFbo.get() );
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quickItem->setParentItem( m_pWindow->contentItem() );
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m_pWindow->setGeometry( 0,
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0,
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static_cast<int>( quickItem->width() ),
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static_cast<int>( quickItem->height() ) );
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m_pRenderControl->initialize( m_pOpenGLContext.get() );
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m_renderControl.initialize( m_pOpenGLContext.get() );
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vr::HmdVector2_t vecWindowSize
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= { static_cast<float>( quickItem->width() ),
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@@ -509,11 +507,11 @@ void OverlayController::SetWidget( QQuickItem* quickItem,
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vr::VROverlay()->SetOverlayMouseScale( m_ulOverlayHandle,
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&vecWindowSize );
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connect( m_pRenderControl.get(),
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connect( &m_renderControl,
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SIGNAL( renderRequested() ),
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this,
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SLOT( OnRenderRequest() ) );
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connect( m_pRenderControl.get(),
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connect( &m_renderControl,
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SIGNAL( sceneChanged() ),
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this,
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SLOT( OnRenderRequest() ) );
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@@ -558,9 +556,9 @@ void OverlayController::renderOverlay()
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&& !vr::VROverlay()->IsOverlayVisible(
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m_ulOverlayThumbnailHandle ) ) )
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return;
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m_pRenderControl->polishItems();
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m_pRenderControl->sync();
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m_pRenderControl->render();
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m_renderControl.polishItems();
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m_renderControl.sync();
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m_renderControl.render();
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GLuint unTexture = m_pFbo->texture();
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if ( unTexture != 0 )
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