Small tweaks to make 3d drawing a tad more interactive, and; something
for our interactive 3d artists! - AL+Z (potato) texture view now draws objects without Texture Faces compliant with (new) default in engine. Meaning lit faces, using Material RGB for diffuse and specular. It used to draw these as 'shaded' which is quite useless. Per definition, Potato mode is supposed to show what engine draws. (Note; this only for Mesh objects) - Added a couple of more calls to ensure Shaded drawmode updates on changing RGB sliders, moving lamps to layers, or switch layers This based on feedback from Mal, who'll also give it all good tests.
This commit is contained in:
@@ -864,7 +864,7 @@ void draw_tface_mesh(Object *ob, Mesh *me, int dt)
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int a, mode;
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short islight, istex;
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if (!me || !me->tface) return;
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if(me==NULL) return;
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glShadeModel(GL_SMOOTH);
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@@ -913,151 +913,211 @@ void draw_tface_mesh(Object *ob, Mesh *me, int dt)
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mface= me->mface;
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tface= me->tface;
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}
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// tface can be NULL
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if(tface==NULL) return;
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for (a=0; a<totface; a++, tface++) {
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int v1idx, v2idx, v3idx, v4idx, mf_smooth, matnr, badtex;
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float *v1, *v2, *v3, *v4;
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MFace *mf= &mface[a];
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v1idx= mf->v1;
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v2idx= mf->v2;
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v3idx= mf->v3;
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v4idx= mf->v4;
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mf_smooth= mf->flag & ME_SMOOTH;
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matnr= mf->mat_nr;
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if(tface==NULL) {
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if(v3idx==0) continue;
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if(tface->flag & TF_HIDE) continue;
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if(tface->mode & TF_INVISIBLE) continue;
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mode= tface->mode;
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if (extverts) {
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v1= extverts+3*v1idx;
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v2= extverts+3*v2idx;
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v3= extverts+3*v3idx;
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v4= v4idx?(extverts+3*v4idx):NULL;
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} else {
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v1= (mvert+v1idx)->co;
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v2= (mvert+v2idx)->co;
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v3= (mvert+v3idx)->co;
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v4= v4idx?(mvert+v4idx)->co:NULL;
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}
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badtex= set_draw_settings_cached(0, istex && (mode&TF_TEX), tface, islight && (mode&TF_LIGHT), ob, matnr, mode&TF_TWOSIDE);
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if (prop && !badtex && !editing && (mode & TF_BMFONT)) {
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char string[MAX_PROPSTRING];
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int characters, index;
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Image *ima;
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float curpos;
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// The BM_FONT handling code is duplicated in the gameengine
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// Search for 'Frank van Beek' ;-)
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// string = "Frank van Beek";
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set_property_valstr(prop, string);
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characters = strlen(string);
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for (a=0; a<totface; a++) {
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int v1idx, v2idx, v3idx, v4idx, mf_smooth, matnr;
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float *v1, *v2, *v3, *v4;
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MFace *mf= &mface[a];
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ima = tface->tpage;
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if (ima == NULL) {
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characters = 0;
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v1idx= mf->v1;
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v2idx= mf->v2;
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v3idx= mf->v3;
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v4idx= mf->v4;
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mf_smooth= mf->flag & ME_SMOOTH;
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matnr= mf->mat_nr;
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if(v3idx==0) continue;
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set_draw_settings_cached(0, 0, NULL, 1, ob, matnr, TF_TWOSIDE);
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if (extverts) {
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v1= extverts+3*v1idx;
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v2= extverts+3*v2idx;
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v3= extverts+3*v3idx;
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v4= v4idx?(extverts+3*v4idx):NULL;
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} else {
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v1= (mvert+v1idx)->co;
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v2= (mvert+v2idx)->co;
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v3= (mvert+v3idx)->co;
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v4= v4idx?(mvert+v4idx)->co:NULL;
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}
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if (1 || !mf_smooth) {
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float nor[3];
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CalcNormFloat(v1, v2, v3, nor);
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glNormal3fv(nor);
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{
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Material *ma= give_current_material(ob, matnr);
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if(ma) glColor3f(ma->r, ma->g, ma->b);
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else glColor3f(0.5, 0.5, 0.5);
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}
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curpos= 0.0;
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glBegin(v4?GL_QUADS:GL_TRIANGLES);
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for (index = 0; index < characters; index++) {
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float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
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int character = string[index];
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char *cp= NULL;
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// lets calculate offset stuff
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// space starts at offset 1
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// character = character - ' ' + 1;
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matrixGlyph(ima->ibuf, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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movex+= curpos;
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if (mode & TF_OBCOL) glColor3ubv(obcol);
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else cp= (char *)&(tface->col[0]);
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glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
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if (cp) glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
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glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
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if (cp) glColor3ub(cp[7], cp[6], cp[5]);
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glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
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glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
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if (cp) glColor3ub(cp[11], cp[10], cp[9]);
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glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
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if(v4) {
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glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
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if (cp) glColor3ub(cp[15], cp[14], cp[13]);
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glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
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}
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curpos+= advance;
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}
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glEnd();
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}
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else {
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char *cp= NULL;
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if (badtex) glColor3ub(0xFF, 0x00, 0xFF);
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else if (mode & TF_OBCOL) glColor3ubv(obcol);
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else cp= (char *)&(tface->col[0]);
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if (!mf_smooth) {
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float nor[3];
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CalcNormFloat(v1, v2, v3, nor);
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glNormal3fv(nor);
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}
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glBegin(v4?GL_QUADS:GL_TRIANGLES);
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glTexCoord2fv(tface->uv[0]);
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if (cp) glColor3ub(cp[3], cp[2], cp[1]);
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if (mf_smooth) glNormal3sv(mvert[v1idx].no);
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glVertex3fv(v1);
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glTexCoord2fv(tface->uv[1]);
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if (cp) glColor3ub(cp[7], cp[6], cp[5]);
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if (mf_smooth) glNormal3sv(mvert[v2idx].no);
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glVertex3fv(v2);
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glTexCoord2fv(tface->uv[2]);
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if (cp) glColor3ub(cp[11], cp[10], cp[9]);
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if (mf_smooth) glNormal3sv(mvert[v3idx].no);
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glVertex3fv(v3);
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if(v4) {
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glTexCoord2fv(tface->uv[3]);
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if (cp) glColor3ub(cp[15], cp[14], cp[13]);
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if (mf_smooth) glNormal3sv(mvert[v4idx].no);
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glVertex3fv(v4);
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}
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glEnd();
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}
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}
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else { // has tfaces
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for (a=0; a<totface; a++, tface++) {
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int v1idx, v2idx, v3idx, v4idx, mf_smooth, matnr, badtex;
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float *v1, *v2, *v3, *v4;
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MFace *mf= &mface[a];
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/* switch off textures */
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set_tpage(0);
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v1idx= mf->v1;
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v2idx= mf->v2;
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v3idx= mf->v3;
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v4idx= mf->v4;
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mf_smooth= mf->flag & ME_SMOOTH;
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matnr= mf->mat_nr;
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if(v3idx==0) continue;
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if(tface->flag & TF_HIDE) continue;
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if(tface->mode & TF_INVISIBLE) continue;
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mode= tface->mode;
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if (extverts) {
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v1= extverts+3*v1idx;
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v2= extverts+3*v2idx;
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v3= extverts+3*v3idx;
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v4= v4idx?(extverts+3*v4idx):NULL;
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} else {
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v1= (mvert+v1idx)->co;
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v2= (mvert+v2idx)->co;
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v3= (mvert+v3idx)->co;
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v4= v4idx?(mvert+v4idx)->co:NULL;
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}
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badtex= set_draw_settings_cached(0, istex && (mode&TF_TEX), tface, islight && (mode&TF_LIGHT), ob, matnr, mode&TF_TWOSIDE);
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if (prop && !badtex && !editing && (mode & TF_BMFONT)) {
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char string[MAX_PROPSTRING];
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int characters, index;
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Image *ima;
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float curpos;
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// The BM_FONT handling code is duplicated in the gameengine
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// Search for 'Frank van Beek' ;-)
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// string = "Frank van Beek";
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set_property_valstr(prop, string);
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characters = strlen(string);
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ima = tface->tpage;
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if (ima == NULL) {
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characters = 0;
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}
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if (1 || !mf_smooth) {
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float nor[3];
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CalcNormFloat(v1, v2, v3, nor);
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glNormal3fv(nor);
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}
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curpos= 0.0;
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glBegin(v4?GL_QUADS:GL_TRIANGLES);
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for (index = 0; index < characters; index++) {
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float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
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int character = string[index];
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char *cp= NULL;
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// lets calculate offset stuff
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// space starts at offset 1
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// character = character - ' ' + 1;
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matrixGlyph(ima->ibuf, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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movex+= curpos;
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if (mode & TF_OBCOL) glColor3ubv(obcol);
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else cp= (char *)&(tface->col[0]);
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glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy);
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if (cp) glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
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glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy);
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if (cp) glColor3ub(cp[7], cp[6], cp[5]);
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glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
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glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy);
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if (cp) glColor3ub(cp[11], cp[10], cp[9]);
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glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
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if(v4) {
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glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy);
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if (cp) glColor3ub(cp[15], cp[14], cp[13]);
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glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
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}
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curpos+= advance;
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}
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glEnd();
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}
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else {
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char *cp= NULL;
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if (badtex) glColor3ub(0xFF, 0x00, 0xFF);
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else if (mode & TF_OBCOL) glColor3ubv(obcol);
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else cp= (char *)&(tface->col[0]);
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if (!mf_smooth) {
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float nor[3];
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CalcNormFloat(v1, v2, v3, nor);
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glNormal3fv(nor);
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}
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glBegin(v4?GL_QUADS:GL_TRIANGLES);
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glTexCoord2fv(tface->uv[0]);
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if (cp) glColor3ub(cp[3], cp[2], cp[1]);
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if (mf_smooth) glNormal3sv(mvert[v1idx].no);
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glVertex3fv(v1);
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glTexCoord2fv(tface->uv[1]);
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if (cp) glColor3ub(cp[7], cp[6], cp[5]);
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if (mf_smooth) glNormal3sv(mvert[v2idx].no);
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glVertex3fv(v2);
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glTexCoord2fv(tface->uv[2]);
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if (cp) glColor3ub(cp[11], cp[10], cp[9]);
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if (mf_smooth) glNormal3sv(mvert[v3idx].no);
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glVertex3fv(v3);
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if(v4) {
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glTexCoord2fv(tface->uv[3]);
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if (cp) glColor3ub(cp[15], cp[14], cp[13]);
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if (mf_smooth) glNormal3sv(mvert[v4idx].no);
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glVertex3fv(v4);
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}
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glEnd();
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}
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}
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/* switch off textures */
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set_tpage(0);
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}
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}
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glShadeModel(GL_FLAT);
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glDisable(GL_CULL_FACE);
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