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https://github.com/lucaspalomodevelop/meshlab.git
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enabled blending.
fixed bug related to the bbox diagonal(from int to float)
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@ -76,7 +76,7 @@ void ShadowMapping::runShader(MeshModel& m, GLArea* gla){
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GLfloat g_mModelView[16];
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GLfloat g_mProjection[16];
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int diag = bb.Diag();
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float diag = bb.Diag();
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GLfloat lP[4];
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glGetLightfv(GL_LIGHT0, GL_POSITION, lP);
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@ -149,8 +149,10 @@ void ShadowMapping::runShader(MeshModel& m, GLArea* gla){
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GLuint loc = glGetUniformLocation(this->_objectShaderProgram, "shadowMap");
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glUniform1i(loc, 0);
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m.Render(rm.drawMode, rm.colorMode, vcg::GLW::TMNone);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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m.Render(rm.drawMode, rm.colorMode, rm.textureMode);
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glDisable(GL_BLEND);
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//m.Render(vcg::GLW::DMSmooth, vcg::GLW::CMPerVert, vcg::GLW::TMPerWedge);
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glDepthFunc((GLenum)depthFuncOld);
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glUseProgram(0);
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@ -63,7 +63,7 @@ void VarianceShadowMapping::runShader(MeshModel& m, GLArea* gla){
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GLfloat g_mModelView[16];
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GLfloat g_mProjection[16];
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int diag = bb.Diag();
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float diag = bb.Diag();
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GLfloat lP[4];
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glGetLightfv(GL_LIGHT0, GL_POSITION, lP);
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@ -141,7 +141,12 @@ void VarianceShadowMapping::runShader(MeshModel& m, GLArea* gla){
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GLuint loc = glGetUniformLocation(this->_objectShaderProgram, "shadowMap");
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glUniform1i(loc, 0);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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m.Render(rm.drawMode, rm.colorMode, rm.textureMode);
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glDisable(GL_BLEND);
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glDepthFunc((GLenum)depthFuncOld);
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glUseProgram(0);
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