Step one in migrating to use glArray calls in Blender
- Curve/Nurbs/Font/MBall now all draw arrays. - had to flip abgr to rgba in shaded drawing - Mesh drawing can't be easily done; the indices for faces are not in in one chunk. Also need a way to gether trias/quads, per material. Speedup results are mixed. Something between 2-4 times. Especially for text it seems to help.
This commit is contained in:
@@ -90,6 +90,7 @@
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#include "BKE_mesh.h"
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#include "BKE_material.h"
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#include "BKE_mball.h"
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#include "BKE_modifier.h"
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#include "BKE_object.h"
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#include "BKE_anim.h" //for the where_on_path function
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#ifdef WITH_VERSE
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@@ -2122,12 +2123,7 @@ static void draw_mesh_fancy(Base *base, DerivedMesh *baseDM, DerivedMesh *dm, in
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glDepthMask(0); // disable write in zbuffer, selected edge wires show better
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}
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/* I need advise on this from Daniel... without this code it does it nicer */
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// if (G.f & (G_VERTEXPAINT|G_WEIGHTPAINT|G_TEXTUREPAINT)) {
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// baseDM->drawEdges(baseDM, dt==OB_WIRE);
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// } else {
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dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
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// }
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dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
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if (dt!=OB_WIRE) {
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glDepthMask(1);
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@@ -2198,10 +2194,13 @@ static int index3_nors_incr= 1;
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static int drawDispListwire(ListBase *dlbase)
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{
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DispList *dl;
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int parts, nr, ofs, *index;
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int parts, nr;
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float *data;
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if(dlbase==NULL) return 1;
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glDisableClientState(GL_NORMAL_ARRAY);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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for(dl= dlbase->first; dl; dl= dl->next) {
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if(dl->parts==0 || dl->nr==0)
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@@ -2211,47 +2210,38 @@ static int drawDispListwire(ListBase *dlbase)
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switch(dl->type) {
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case DL_SEGM:
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parts= dl->parts;
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while(parts--) {
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nr= dl->nr;
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glBegin(GL_LINE_STRIP);
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while(nr--) {
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glVertex3fv(data);
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data+=3;
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}
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glEnd();
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}
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glVertexPointer(3, GL_FLOAT, 0, data);
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for(parts=0; parts<dl->parts; parts++)
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glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
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break;
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case DL_POLY:
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parts= dl->parts;
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while(parts--) {
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nr= dl->nr;
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glBegin(GL_LINE_LOOP);
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while(nr--) {
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glVertex3fv(data);
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data+=3;
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}
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glEnd();
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}
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glVertexPointer(3, GL_FLOAT, 0, data);
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for(parts=0; parts<dl->parts; parts++)
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glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
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break;
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case DL_SURF:
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parts= dl->parts;
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while(parts--) {
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nr= dl->nr;
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if(dl->flag & DL_CYCL_U) glBegin(GL_LINE_LOOP);
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else glBegin(GL_LINE_STRIP);
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while(nr--) {
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glVertex3fv(data);
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data+=3;
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}
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glEnd();
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glVertexPointer(3, GL_FLOAT, 0, data);
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for(parts=0; parts<dl->parts; parts++) {
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if(dl->flag & DL_CYCL_U)
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glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
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else
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glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
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}
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ofs= 3*dl->nr;
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nr= dl->nr;
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while(nr--) {
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for(nr=0; nr<dl->nr; nr++) {
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int ofs= 3*dl->nr;
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data= ( dl->verts )+3*nr;
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parts= dl->parts;
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if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
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else glBegin(GL_LINE_STRIP);
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@@ -2260,54 +2250,43 @@ static int drawDispListwire(ListBase *dlbase)
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data+=ofs;
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}
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glEnd();
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/* (ton) this code crashes for me when resolv is 86 or higher... no clue */
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// glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
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// if(dl->flag & DL_CYCL_V)
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// glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
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// else
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// glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
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}
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break;
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case DL_INDEX3:
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if(draw_index_wire) {
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parts= dl->parts;
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data= dl->verts;
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index= dl->index;
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while(parts--) {
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glBegin(GL_LINE_LOOP);
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glVertex3fv(data+3*index[0]);
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glVertex3fv(data+3*index[1]);
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glVertex3fv(data+3*index[2]);
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glEnd();
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index+= 3;
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}
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glVertexPointer(3, GL_FLOAT, 0, dl->verts);
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glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
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}
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break;
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case DL_INDEX4:
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if(draw_index_wire) {
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parts= dl->parts;
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data= dl->verts;
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index= dl->index;
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while(parts--) {
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glBegin(GL_LINE_LOOP);
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glVertex3fv(data+3*index[0]);
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glVertex3fv(data+3*index[1]);
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glVertex3fv(data+3*index[2]);
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if(index[3]) glVertex3fv(data+3*index[3]);
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glEnd();
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index+= 4;
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}
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glVertexPointer(3, GL_FLOAT, 0, dl->verts);
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glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
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}
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break;
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}
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}
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glEnableClientState(GL_NORMAL_ARRAY);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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return 0;
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}
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static void drawDispListsolid(ListBase *lb, Object *ob)
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{
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DispList *dl;
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int nr, parts, ofs, p1, p2, p3, p4, a, b, *index;
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float *data, *v1, *v2, *v3, *v4, curcol[4];
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float *ndata, *n1, *n2, *n3, *n4;
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float *data, curcol[4];
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float *ndata;
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if(lb==NULL) return;
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@@ -2333,16 +2312,10 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
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if(ob->type==OB_SURF) {
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glDisable(GL_LIGHTING);
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glColor3fv(curcol);
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parts= dl->parts;
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while(parts--) {
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nr= dl->nr;
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glBegin(GL_LINE_STRIP);
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while(nr--) {
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glVertex3fv(data);
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data+=3;
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}
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glEnd();
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}
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glVertexPointer(3, GL_FLOAT, 0, dl->verts);
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glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
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glEnable(GL_LIGHTING);
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}
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break;
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@@ -2350,123 +2323,56 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
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if(ob->type==OB_SURF) {
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BIF_ThemeColor(TH_WIRE);
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glDisable(GL_LIGHTING);
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parts= dl->parts;
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while(parts--) {
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nr= dl->nr;
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glBegin(GL_LINE_LOOP);
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while(nr--) {
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glVertex3fv(data);
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data+=3;
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}
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glEnd();
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}
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glVertexPointer(3, GL_FLOAT, 0, dl->verts);
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glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
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glEnable(GL_LIGHTING);
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break;
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}
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case DL_SURF:
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set_gl_material(dl->col+1);
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if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
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else glShadeModel(GL_FLAT);
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for(a=0; a<dl->parts; a++) {
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if(dl->index) {
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set_gl_material(dl->col+1);
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DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts);
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if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
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else glShadeModel(GL_FLAT);
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v1= data+ 3*p1;
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v2= data+ 3*p2;
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v3= data+ 3*p3;
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v4= data+ 3*p4;
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n1= ndata+ 3*p1;
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n2= ndata+ 3*p2;
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n3= ndata+ 3*p3;
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n4= ndata+ 3*p4;
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glBegin(GL_QUAD_STRIP);
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glNormal3fv(n2); glVertex3fv(v2);
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glNormal3fv(n4); glVertex3fv(v4);
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for(; b<dl->nr; b++) {
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glNormal3fv(n1); glVertex3fv(v1);
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glNormal3fv(n3); glVertex3fv(v3);
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v2= v1; v1+= 3;
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v4= v3; v3+= 3;
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n2= n1; n1+= 3;
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n4= n3; n3+= 3;
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}
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glEnd();
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}
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glVertexPointer(3, GL_FLOAT, 0, dl->verts);
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glNormalPointer(GL_FLOAT, 0, dl->nors);
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glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
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}
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break;
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case DL_INDEX3:
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parts= dl->parts;
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data= dl->verts;
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ndata= dl->nors;
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index= dl->index;
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set_gl_material(dl->col+1);
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glVertexPointer(3, GL_FLOAT, 0, dl->verts);
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/* voor polys only one normal needed */
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if(index3_nors_incr==0) {
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while(parts--) {
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glBegin(GL_TRIANGLES);
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glNormal3fv(ndata);
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glVertex3fv(data+3*index[0]);
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glVertex3fv(data+3*index[1]);
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glVertex3fv(data+3*index[2]);
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glEnd();
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index+= 3;
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}
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glDisableClientState(GL_NORMAL_ARRAY);
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glNormal3fv(ndata);
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}
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else {
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while(parts--) {
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else
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glNormalPointer(GL_FLOAT, 0, dl->nors);
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glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
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if(index3_nors_incr==0)
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glEnableClientState(GL_NORMAL_ARRAY);
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glBegin(GL_TRIANGLES);
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ofs= 3*index[0];
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glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
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ofs= 3*index[1];
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glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
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ofs= 3*index[2];
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glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
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glEnd();
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index+= 3;
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}
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}
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break;
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case DL_INDEX4:
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parts= dl->parts;
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data= dl->verts;
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ndata= dl->nors;
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index= dl->index;
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set_gl_material(dl->col+1);
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while(parts--) {
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glBegin(index[3]?GL_QUADS:GL_TRIANGLES);
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ofs= 3*index[0];
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glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
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ofs= 3*index[1];
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glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
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ofs= 3*index[2];
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glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
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if(index[3]) {
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ofs= 3*index[3];
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glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
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}
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glEnd();
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index+= 4;
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}
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glVertexPointer(3, GL_FLOAT, 0, dl->verts);
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glNormalPointer(GL_FLOAT, 0, dl->nors);
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glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
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break;
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}
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dl= dl->next;
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@@ -2480,124 +2386,52 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
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static void drawDispListshaded(ListBase *lb, Object *ob)
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{
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DispList *dl, *dlob;
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int parts, p1, p2, p3, p4, a, b, *index;
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float *data, *v1, *v2, *v3, *v4;
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unsigned int *cdata, *c1, *c2, *c3, *c4;
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char *cp;
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unsigned int *cdata;
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if(lb==0) return;
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if(lb==NULL) return;
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glShadeModel(GL_SMOOTH);
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glDisableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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dl= lb->first;
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dlob= ob->disp.first;
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while(dl && dlob) {
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cdata= dlob->col1;
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data= dl->verts;
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if(cdata==0) break;
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if(cdata==NULL) break;
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switch(dl->type) {
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case DL_SURF:
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for(a=0; a<dl->parts; a++) {
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DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts);
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v1= data+ 3*p1;
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v2= data+ 3*p2;
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v3= data+ 3*p3;
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v4= data+ 3*p4;
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c1= cdata+ p1;
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c2= cdata+ p2;
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c3= cdata+ p3;
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c4= cdata+ p4;
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for(; b<dl->nr; b++) {
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glBegin(GL_QUADS);
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cp= (char *)c1;
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glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3fv(v1);
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cp= (char *)c2;
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glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3fv(v2);
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cp= (char *)c4;
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glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3fv(v4);
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cp= (char *)c3;
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glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3fv(v3);
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glEnd();
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v2= v1; v1+= 3;
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v4= v3; v3+= 3;
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c2= c1; c1++;
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c4= c3; c3++;
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}
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}
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if(dl->index) {
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glVertexPointer(3, GL_FLOAT, 0, dl->verts);
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glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
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glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
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}
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break;
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case DL_INDEX3:
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parts= dl->parts;
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index= dl->index;
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while(parts--) {
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glBegin(GL_TRIANGLES);
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cp= (char *)(cdata+index[0]);
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glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3fv(data+3*index[0]);
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cp= (char *)(cdata+index[1]);
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glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3fv(data+3*index[1]);
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cp= (char *)(cdata+index[2]);
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glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3fv(data+3*index[2]);
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glEnd();
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index+= 3;
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}
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glVertexPointer(3, GL_FLOAT, 0, dl->verts);
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glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
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glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
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break;
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case DL_INDEX4:
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parts= dl->parts;
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index= dl->index;
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while(parts--) {
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glBegin(index[3]?GL_QUADS:GL_TRIANGLES);
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cp= (char *)(cdata+index[0]);
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glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3fv(data+3*index[0]);
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cp= (char *)(cdata+index[1]);
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glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3fv(data+3*index[1]);
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cp= (char *)(cdata+index[2]);
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glColor3ub(cp[3], cp[2], cp[1]);
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glVertex3fv(data+3*index[2]);
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if(index[3]) {
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|
||||
cp= (char *)(cdata+index[3]);
|
||||
glColor3ub(cp[3], cp[2], cp[1]);
|
||||
glVertex3fv(data+3*index[3]);
|
||||
}
|
||||
glEnd();
|
||||
index+= 4;
|
||||
}
|
||||
break;
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
|
||||
glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
|
||||
break;
|
||||
}
|
||||
|
||||
dl= dl->next;
|
||||
dlob= dlob->next;
|
||||
}
|
||||
|
||||
glShadeModel(GL_FLAT);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
}
|
||||
|
||||
/* returns 1 when nothing was drawn */
|
||||
@@ -2744,7 +2578,9 @@ static void draw_particle_system(Base *base, PartEff *paf)
|
||||
ctime= bsystem_time(ob, 0, (float)(G.scene->r.cfra), ptime);
|
||||
|
||||
glPointSize(1.0);
|
||||
if(paf->stype!=PAF_VECT) glBegin(GL_POINTS);
|
||||
|
||||
if(paf->stype==PAF_VECT) glBegin(GL_LINES);
|
||||
else glBegin(GL_POINTS);
|
||||
|
||||
totpart= (paf->disp*paf->totpart)/100;
|
||||
for(a=0; a<totpart; a++, pa+=paf->totkey) {
|
||||
@@ -2756,23 +2592,18 @@ static void draw_particle_system(Base *base, PartEff *paf)
|
||||
where_is_particle(paf, pa, ctime, vec);
|
||||
where_is_particle(paf, pa, ctime+1.0, vec1);
|
||||
|
||||
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3fv(vec);
|
||||
glVertex3fv(vec1);
|
||||
glEnd();
|
||||
|
||||
glVertex3fv(vec);
|
||||
glVertex3fv(vec1);
|
||||
}
|
||||
else {
|
||||
where_is_particle(paf, pa, ctime, vec);
|
||||
|
||||
glVertex3fv(vec);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(paf->stype!=PAF_VECT) glEnd();
|
||||
glEnd();
|
||||
|
||||
myloadmatrix(G.vd->viewmat);
|
||||
mymultmatrix(ob->obmat); // bring back local matrix for dtx
|
||||
@@ -2863,6 +2694,9 @@ static void tekenhandlesN(Nurb *nu, short sel)
|
||||
int a;
|
||||
|
||||
if(nu->hide) return;
|
||||
|
||||
glBegin(GL_LINES);
|
||||
|
||||
if( (nu->type & 7)==1) {
|
||||
if(sel) col= nurbcol+4;
|
||||
else col= nurbcol;
|
||||
@@ -2873,41 +2707,34 @@ static void tekenhandlesN(Nurb *nu, short sel)
|
||||
if(bezt->hide==0) {
|
||||
if( (bezt->f2 & 1)==sel) {
|
||||
fp= bezt->vec[0];
|
||||
|
||||
cpack(col[bezt->h1]);
|
||||
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3fv(fp);
|
||||
glVertex3fv(fp+3);
|
||||
glEnd();
|
||||
cpack(col[bezt->h2]);
|
||||
|
||||
glBegin(GL_LINE_STRIP);
|
||||
cpack(col[bezt->h2]);
|
||||
glVertex3fv(fp+3);
|
||||
glVertex3fv(fp+6);
|
||||
glEnd();
|
||||
}
|
||||
else if( (bezt->f1 & 1)==sel) {
|
||||
fp= bezt->vec[0];
|
||||
|
||||
cpack(col[bezt->h1]);
|
||||
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3fv(fp);
|
||||
glVertex3fv(fp+3);
|
||||
glEnd();
|
||||
}
|
||||
else if( (bezt->f3 & 1)==sel) {
|
||||
fp= bezt->vec[1];
|
||||
|
||||
cpack(col[bezt->h2]);
|
||||
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3fv(fp);
|
||||
glVertex3fv(fp+3);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
bezt++;
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
static void tekenvertsN(Nurb *nu, short sel)
|
||||
@@ -2970,15 +2797,13 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
|
||||
bp= nu->bp;
|
||||
for(b=0; b<nu->pntsv; b++) {
|
||||
if(nu->flagu & 1) glBegin(GL_LINE_LOOP);
|
||||
|
||||
else glBegin(GL_LINE_STRIP);
|
||||
|
||||
for(a=0; a<nu->pntsu; a++, bp++) {
|
||||
glVertex3fv(bp->vec);
|
||||
}
|
||||
|
||||
if(nu->flagu & 1) glEnd();
|
||||
else glEnd();
|
||||
glEnd();
|
||||
}
|
||||
break;
|
||||
case CU_NURBS:
|
||||
@@ -3715,7 +3540,9 @@ static void drawSolidSelect(Base *base)
|
||||
if(ELEM3(ob->type, OB_FONT,OB_CURVE, OB_SURF)) {
|
||||
Curve *cu = ob->data;
|
||||
if (displist_has_faces(&cu->disp) && boundbox_clip(ob->obmat, cu->bb)) {
|
||||
draw_index_wire= 0;
|
||||
drawDispListwire(&cu->disp);
|
||||
draw_index_wire= 1;
|
||||
}
|
||||
} else if (ob->type==OB_MBALL) {
|
||||
if((base->flag & OB_FROMDUPLI)==0)
|
||||
|
Reference in New Issue
Block a user