feat(srcData):Use rand data for cluster display change
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@@ -7286,12 +7286,14 @@ static Bool ShowFaceRecognition(UInt08 state)
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{
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GLenum err;
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glBindTexture(GL_TEXTURE_2D, texPool[poolTxtFaceIdx[i]]);
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if(err != GL_NO_ERROR)
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DBG_Log(DBG_WARN, "glBindTexture failed, gl error:0x%x\n", err);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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err = glGetError();
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if(err != GL_NO_ERROR)
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DBG_Log(DBG_WARN, "hint txt before glTexImage2D, gl error:0x%x\n", err);
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DBG_Log(DBG_WARN, "1.hint txt before glTexImage2D, gl error:0x%x\n", err);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, txtWidth[i], txtHeight[i], 0, GL_ALPHA, GL_UNSIGNED_BYTE, bmpPool[poolTxtFaceIdx[i]]);
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err = glGetError();
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if(err != GL_NO_ERROR)
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@@ -9592,12 +9594,14 @@ static Bool ShowHintInfo(UInt08 hintID)
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{
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GLenum err;
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glBindTexture(GL_TEXTURE_2D, texPool[poolTxtIdx[i]]);
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if(err != GL_NO_ERROR)
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DBG_Log(DBG_WARN, "glBindTexture failed, gl error:0x%x\n", err);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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err = glGetError();
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if(err != GL_NO_ERROR)
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DBG_Log(DBG_WARN, "hint txt before glTexImage2D, gl error:0x%x\n", err);
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DBG_Log(DBG_WARN, "2.hint txt before glTexImage2D, gl error:0x%x\n", err);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, txtWidth[i], txtHeight[i], 0, GL_ALPHA, GL_UNSIGNED_BYTE, bmpPool[poolTxtIdx[i]]);
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err = glGetError();
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if(err != GL_NO_ERROR)
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@@ -10228,12 +10232,18 @@ static Bool ShowAlarmInfo(UInt08 alarmID)
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{
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GLenum err;
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glBindTexture(GL_TEXTURE_2D, texPool[poolTxtIdx]);
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if(err != GL_NO_ERROR)
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DBG_Log(DBG_WARN, "glBindTexture failed, gl error:0x%x\n", err);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if(err != GL_NO_ERROR)
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DBG_Log(DBG_WARN, "glPixelStorei failed, gl error:0x%x\n", err);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if(err != GL_NO_ERROR)
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DBG_Log(DBG_WARN, "glTexParameteri failed, gl error:0x%x\n", err);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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err = glGetError();
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if(err != GL_NO_ERROR)
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DBG_Log(DBG_WARN, "hint txt before glTexImage2D, gl error:0x%x\n", err);
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DBG_Log(DBG_WARN, "3.hint txt before glTexImage2D, gl error:0x%x\n", err);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, txtWidth, txtHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, bmpPool[poolTxtIdx]);
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err = glGetError();
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if(err != GL_NO_ERROR)
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@@ -16006,7 +16016,8 @@ static void Render_PwrOnState()
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if(chargingUI == INS_TRUE)
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{
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ShowChargineUI(INS_TRUE, Battery, TripRange);
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//TODO:Thread 3 "clusterApp" received signal SIGSEGV, Segmentation fault.
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//ShowChargineUI(INS_TRUE, Battery, TripRange);
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glUseProgram(shader[Prgm_Simple_Font]);
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glUniformMatrix4fv(Prgm_Simple_Font_UNFM_Prj, 1, GL_FALSE, StackMat(mPrjMatStack));
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@@ -16063,6 +16074,7 @@ static void Render_PwrOnState()
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{
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selfTestDuration += mFrameTimeMs;
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ShowSelfTest(selfTestDuration);
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printf("selfTestDuration %d, mFrameTimeMs %d\r\n", selfTestDuration, mFrameTimeMs);
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goto _End_Render_PwrOnState_0;
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}
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@@ -16774,7 +16786,10 @@ void *Render(void *argv)
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preUsec = curTick.tv_usec;
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#endif // COMPILE_IN_WINDOWS
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if(mFrameTimeMs > 100)
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{
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printf("Elapsed time: %llu ms\n", mFrameTimeMs);
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mFrameTimeMs = 100;
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}
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if(baseInit != INS_TRUE)
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{
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@@ -16970,7 +16985,7 @@ void *Render(void *argv)
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if(mRender_RenderState == POWER_ON_STATE) // ready to switch
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{
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mRender_WorkMode = WORK_MODE_OFF;
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//DBG_Log(DBG_INFO, "switching to work mode OFF, power_off_bmp_playing...\n");
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DBG_Log(DBG_INFO, "switching to work mode OFF, power_off_bmp_playing...\n");
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//mRender_RenderState = POWER_OFF_BMP_PLAYING;
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/*ÎÞoff_bmp_playing¶¯»,Ö±½ÓÇÐoff_state*/
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mRender_RenderState = POWER_OFF_STATE;
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