mirror of
https://github.com/lucaspalomodevelop/meshlab.git
synced 2026-03-20 03:16:10 +00:00
re-arranged the rendering loop in order to correctly pass all the per vertex attributes
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@ -1,126 +1,117 @@
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/****************************************************************************
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* MeshLab o o *
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* A versatile mesh processing toolbox o o *
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* _ O _ *
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* Copyright(C) 2005-2008 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef RENDERRFX_H
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#define RENDERRFX_H
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#include <GL/glew.h>
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#include <QGLWidget>
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#include <QMapIterator>
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#include <QtGui>
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#include <meshlab/meshmodel.h>
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#include <meshlab/interfaces.h>
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#include "rfx_uniform.h"
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#include "rfx_shader.h"
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#include "rfx_parser.h"
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#include "rfx_dialog.h"
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#include "rfx_specialattribute.h"
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class RenderRFX : public QObject, public MeshRenderInterface
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{
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Q_OBJECT
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Q_INTERFACES(MeshRenderInterface)
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public:
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RenderRFX();
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~RenderRFX();
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void Init(QAction*, MeshDocument&, RenderMode&, QGLWidget*);
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void Render(QAction*, MeshDocument&, RenderMode&, QGLWidget*);
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void Finalize(QAction*, MeshDocument&, GLArea*);
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bool isSupported() { return shadersSupported; }
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bool AlternativeRender(vcg::GLW::DrawMode _dm, vcg::GLW::ColorMode _cm, vcg::GLW::TextureMode _tm);
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QList<QAction*> actions();
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private:
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void initActionList();
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bool shadersSupported;
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QList<QAction*> actionList;
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int shaderPass;
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int totPass;
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QString shaderDir;
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RfxDialog *dialog;
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RfxShader *activeShader;
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void Draw(MeshDocument *md, GLuint *program, QList<RfxSpecialAttribute*> *sal)
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{
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// Needed to be defined here for splatrender as long there is no "MeshlabCore" library.
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using namespace vcg;
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CMeshO *cm = &(md->mm()->cm);
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CMeshO::FaceIterator fi;
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glPushMatrix();
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glMultMatrix(cm->Tr);
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QListIterator<RfxSpecialAttribute*> sai = QListIterator<RfxSpecialAttribute*>(*sal);
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GLint loc[RfxSpecialAttribute::TOTAL_SPECIAL_TYPES];
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int i=0;
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RfxSpecialAttribute* temp;
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while(sai.hasNext())
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{
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temp = sai.next();
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loc[i]=glGetAttribLocation(*program, temp->getTypeName());
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i++;
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}
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/****************************************************************************
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* MeshLab o o *
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* A versatile mesh processing toolbox o o *
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* _ O _ *
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* Copyright(C) 2005-2008 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef RENDERRFX_H
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#define RENDERRFX_H
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#include <GL/glew.h>
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#include <QGLWidget>
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#include <QMapIterator>
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#include <QtGui>
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#include <meshlab/meshmodel.h>
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#include <meshlab/interfaces.h>
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#include "rfx_uniform.h"
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#include "rfx_shader.h"
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#include "rfx_parser.h"
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#include "rfx_dialog.h"
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#include "rfx_specialattribute.h"
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class RenderRFX : public QObject, public MeshRenderInterface
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{
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Q_OBJECT
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Q_INTERFACES(MeshRenderInterface)
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public:
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RenderRFX();
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~RenderRFX();
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void Init(QAction*, MeshDocument&, RenderMode&, QGLWidget*);
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void Render(QAction*, MeshDocument&, RenderMode&, QGLWidget*);
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void Finalize(QAction*, MeshDocument&, GLArea*);
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bool isSupported() { return shadersSupported; }
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bool AlternativeRender(vcg::GLW::DrawMode _dm, vcg::GLW::ColorMode _cm, vcg::GLW::TextureMode _tm);
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QList<QAction*> actions();
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private:
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void initActionList();
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bool shadersSupported;
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QList<QAction*> actionList;
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int shaderPass;
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int totPass;
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QString shaderDir;
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RfxDialog *dialog;
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RfxShader *activeShader;
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void Draw(MeshDocument *md, GLuint *program, QList<RfxSpecialAttribute*> *sal)
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{
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// Needed to be defined here for splatrender as long there is no "MeshlabCore" library.
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using namespace vcg;
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CMeshO *cm = &(md->mm()->cm);
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CMeshO::FaceIterator fi;
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glPushMatrix();
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glMultMatrix(cm->Tr);
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QListIterator<RfxSpecialAttribute*> sai = QListIterator<RfxSpecialAttribute*>(*sal);
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GLint loc[RfxSpecialAttribute::TOTAL_SPECIAL_TYPES];
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int i=0;
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RfxSpecialAttribute* temp;
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while(sai.hasNext())
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{
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temp = sai.next();
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loc[i]=glGetAttribLocation(*program, temp->getTypeName());
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i++;
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}
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//glEnable (GL_BLEND);
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cm->sfn=0;
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glBegin(GL_TRIANGLES);
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for(fi=cm->face.begin();fi!=cm->face.end();++fi)
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{
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sai.toFront();
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i=0;
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while(sai.hasNext())
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{
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temp = sai.next();
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temp->setValueByType(loc[i], (*fi).V(0));
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temp->setValueByType(loc[i], (*fi).V(1));
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temp->setValueByType(loc[i], (*fi).V(2));
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i++;
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}
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glNormal((*fi).V(0)->N());
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glVertex((*fi).cP(0));
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glNormal((*fi).V(1)->N());
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glVertex((*fi).cP(1));
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glNormal((*fi).V(2)->N());
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glVertex((*fi).cP(2));
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++cm->sfn;
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}
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glEnd();
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glPopMatrix();
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}
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};
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#endif /* RENDERRFX_H */
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const int attribNum= sal->size();
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glBegin(GL_TRIANGLES);
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for(fi=cm->face.begin();fi!=cm->face.end();++fi) if(!(*fi).IsD())
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{
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for(int i=0;i<attribNum;++i)
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temp->setValueByType(loc[i], (*fi).V(0));
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glNormal((*fi).V(0)->N());
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glVertex((*fi).cP(0));
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for(int i=0;i<attribNum;++i)
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temp->setValueByType(loc[i], (*fi).V(1));
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glNormal((*fi).V(1)->N());
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glVertex((*fi).cP(1));
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for(int i=0;i<attribNum;++i)
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temp->setValueByType(loc[i], (*fi).V(2));
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glNormal((*fi).V(2)->N());
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glVertex((*fi).cP(2));
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}
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glEnd();
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glPopMatrix();
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}
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};
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#endif /* RENDERRFX_H */
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