- added set_framebuffer_index_color (shortcut for
cpack(index_to_framebuffer(index)) but that is all that is ever used.
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@@ -3656,7 +3656,7 @@ static int bbs_mesh_verts(Object *ob, int offset)
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bglBegin(GL_POINTS);
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for(eve= G.editMesh->verts.first; eve; eve= eve->next, a++) {
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if(eve->h==0) {
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cpack( index_to_framebuffer(a) );
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set_framebuffer_index_color(a);
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if(optimal && eve->ssco) bglVertex3fv(eve->ssco);
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else bglVertex3fv(eve->co);
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}
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@@ -3691,9 +3691,7 @@ static int bbs_mesh_wire(Object *ob, int offset)
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if(medge->flag & ME_EDGEDRAW) {
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eed= dlm->editedge[b];
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if(eed && eed->h==0) {
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index= (int)eed->vn;
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cpack(index_to_framebuffer(index));
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set_framebuffer_index_color((int)eed->vn);
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glVertex3fv(mvert[medge->v1].co);
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glVertex3fv(mvert[medge->v2].co);
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@@ -3709,7 +3707,7 @@ static int bbs_mesh_wire(Object *ob, int offset)
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for(eed= G.editMesh->edges.first; eed; eed= eed->next, index++) {
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if(eed->h==0) {
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cpack(index_to_framebuffer(index));
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set_framebuffer_index_color(index);
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glVertex3fv(eed->v1->co);
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glVertex3fv(eed->v2->co);
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@@ -3751,7 +3749,7 @@ static int bbs_mesh_solid(Object *ob, int facecol)
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if(mface->v3) {
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if(facecol) {
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efa= dlm->editface[b];
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cpack(index_to_framebuffer((int)efa->prev));
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set_framebuffer_index_color((int)efa->prev);
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}
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glBegin(mface->v4?GL_QUADS:GL_TRIANGLES);
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@@ -3771,7 +3769,7 @@ static int bbs_mesh_solid(Object *ob, int facecol)
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if(efa->h==0) {
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if(efa->fgonf==EM_FGON);
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else {
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cpack(index_to_framebuffer((int)efa->prev));
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set_framebuffer_index_color((int)efa->prev);
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bglVertex3fv(efa->cent);
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}
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}
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@@ -3793,8 +3791,7 @@ static int bbs_mesh_solid(Object *ob, int facecol)
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else {if(glmode==GL_QUADS) {glmode= GL_TRIANGLES; glEnd(); glBegin(GL_TRIANGLES);}}
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if(facecol) {
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int i= index_to_framebuffer(a);
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cpack(i);
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set_framebuffer_index_color(a);
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}
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glVertex3fv(efa->v1->co);
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glVertex3fv(efa->v2->co);
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@@ -3831,8 +3828,7 @@ static int bbs_mesh_solid(Object *ob, int facecol)
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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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i= index_to_framebuffer(a+1);
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cpack(i);
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set_framebuffer_index_color(a+1);
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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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