- converted draw_tfaces3d and bbs_mesh_solid to use
mesh_get_derived_deform... (whats that? more general AND it uses less lines? how can that be!!!)
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@@ -4006,50 +4006,39 @@ static int bbs_mesh_solid(Object *ob, DerivedMesh *dm, int facecol)
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}
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else {
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Mesh *me= ob->data;
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MVert *mvert;
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MFace *mface;
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TFace *tface;
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DispList *dl;
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float *extverts=NULL;
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int a, totface, hastface;
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float co[3];
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int a, dmNeedsFree;
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DerivedMesh *dm = mesh_get_derived_deform(ob, &dmNeedsFree);
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mvert= me->mvert;
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mface= me->mface;
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tface= me->tface;
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hastface = (me->tface != NULL);
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totface= me->totface;
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dl= find_displist(&ob->disp, DL_VERTS);
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if(dl) extverts= dl->verts;
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glBegin(GL_QUADS);
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glmode= GL_QUADS;
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for(a=0; a<totface; a++, mface++, tface++) {
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if(mface->v3) {
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if(facecol) {
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if(hastface && tface->flag & TF_HIDE) continue;
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set_framebuffer_index_color(a+1);
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glBegin(glmode=GL_QUADS);
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for(a=0; a<me->totface; a++, mface++, tface++) {
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if(mface->v3 && (!me->tface || !(tface->flag&TF_HIDE))) {
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int newmode = mface->v4?GL_QUADS:GL_TRIANGLES;
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set_framebuffer_index_color(a+1);
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if (newmode!=glmode) {
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glEnd();
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glBegin(glmode=newmode);
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}
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if(mface->v4) {if(glmode==GL_TRIANGLES) {glmode= GL_QUADS; glEnd(); glBegin(GL_QUADS);}}
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else {if(glmode==GL_QUADS) {glmode= GL_TRIANGLES; glEnd(); glBegin(GL_TRIANGLES);}}
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if(extverts) {
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glVertex3fv( extverts+3*mface->v1 );
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glVertex3fv( extverts+3*mface->v2 );
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glVertex3fv( extverts+3*mface->v3 );
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if(mface->v4) glVertex3fv( extverts+3*mface->v4 );
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}
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else {
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glVertex3fv( (mvert+mface->v1)->co );
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glVertex3fv( (mvert+mface->v2)->co );
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glVertex3fv( (mvert+mface->v3)->co );
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if(mface->v4) glVertex3fv( (mvert+mface->v4)->co );
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}
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glVertex3fv( (dm->getVertCo(dm, mface->v1, co),co) );
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glVertex3fv( (dm->getVertCo(dm, mface->v2, co),co) );
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glVertex3fv( (dm->getVertCo(dm, mface->v3, co),co) );
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if(mface->v4) glVertex3fv( (dm->getVertCo(dm, mface->v4, co),co) );
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}
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}
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glEnd();
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if (dmNeedsFree) {
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dm->release(dm);
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}
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return 1;
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}
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}
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