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@@ -115,7 +115,7 @@ IGL_INLINE void igl::viewer::OpenGL_state::set_data(const igl::viewer::ViewerDat
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if (dirty & ViewerData::DIRTY_AMBIENT)
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if (dirty & ViewerData::DIRTY_AMBIENT)
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{
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{
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- V_ambient_vbo.resize(3,data.F.rows()*3);
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+ V_ambient_vbo.resize(4,data.F.rows()*3);
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for (unsigned i=0; i<data.F.rows();++i)
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for (unsigned i=0; i<data.F.rows();++i)
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for (unsigned j=0;j<3;++j)
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for (unsigned j=0;j<3;++j)
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V_ambient_vbo.col (i*3+j) = data.V_material_ambient.row(data.F(i,j)).transpose().cast<float>();
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V_ambient_vbo.col (i*3+j) = data.V_material_ambient.row(data.F(i,j)).transpose().cast<float>();
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@@ -123,7 +123,7 @@ IGL_INLINE void igl::viewer::OpenGL_state::set_data(const igl::viewer::ViewerDat
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if (dirty & ViewerData::DIRTY_DIFFUSE)
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if (dirty & ViewerData::DIRTY_DIFFUSE)
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{
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{
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- V_diffuse_vbo.resize(3,data.F.rows()*3);
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+ V_diffuse_vbo.resize(4,data.F.rows()*3);
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for (unsigned i=0; i<data.F.rows();++i)
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for (unsigned i=0; i<data.F.rows();++i)
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for (unsigned j=0;j<3;++j)
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for (unsigned j=0;j<3;++j)
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V_diffuse_vbo.col (i*3+j) = data.V_material_diffuse.row(data.F(i,j)).transpose().cast<float>();
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V_diffuse_vbo.col (i*3+j) = data.V_material_diffuse.row(data.F(i,j)).transpose().cast<float>();
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@@ -131,7 +131,7 @@ IGL_INLINE void igl::viewer::OpenGL_state::set_data(const igl::viewer::ViewerDat
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if (dirty & ViewerData::DIRTY_SPECULAR)
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if (dirty & ViewerData::DIRTY_SPECULAR)
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{
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{
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- V_specular_vbo.resize(3,data.F.rows()*3);
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+ V_specular_vbo.resize(4,data.F.rows()*3);
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for (unsigned i=0; i<data.F.rows();++i)
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for (unsigned i=0; i<data.F.rows();++i)
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for (unsigned j=0;j<3;++j)
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for (unsigned j=0;j<3;++j)
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V_specular_vbo.col(i*3+j) = data.V_material_specular.row(data.F(i,j)).transpose().cast<float>();
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V_specular_vbo.col(i*3+j) = data.V_material_specular.row(data.F(i,j)).transpose().cast<float>();
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