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@@ -28,7 +28,7 @@ IGL_INLINE void igl::OpenGL_state::init_buffers()
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glGenBuffers(1, &vbo_points_V);
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glGenBuffers(1, &vbo_points_V);
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glGenBuffers(1, &vbo_points_V_colors);
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glGenBuffers(1, &vbo_points_V_colors);
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- dirty = DIRTY_ALL;
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+ dirty = ViewerData::DIRTY_ALL;
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}
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}
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IGL_INLINE void igl::OpenGL_state::free_buffers()
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IGL_INLINE void igl::OpenGL_state::free_buffers()
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@@ -54,23 +54,23 @@ IGL_INLINE void igl::OpenGL_state::free_buffers()
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glDeleteTextures(1, &vbo_tex);
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glDeleteTextures(1, &vbo_tex);
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}
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}
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-IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool face_based, bool invert_normals)
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+IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool invert_normals)
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{
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{
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bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
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bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
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bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
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bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
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dirty |= data.dirty;
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dirty |= data.dirty;
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- if (!face_based)
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+ if (!data.face_based)
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{
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{
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if (!per_corner_uv)
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if (!per_corner_uv)
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{
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{
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// Vertex positions
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// Vertex positions
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- if (dirty & DIRTY_POSITION)
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+ if (dirty & ViewerData::DIRTY_POSITION)
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V_vbo = (data.V.transpose()).cast<float>();
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V_vbo = (data.V.transpose()).cast<float>();
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// Vertex normals
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// Vertex normals
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- if (dirty & DIRTY_NORMAL)
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+ if (dirty & ViewerData::DIRTY_NORMAL)
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{
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{
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V_normals_vbo = (data.V_normals.transpose()).cast<float>();
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V_normals_vbo = (data.V_normals.transpose()).cast<float>();
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if (invert_normals)
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if (invert_normals)
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@@ -78,25 +78,25 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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}
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}
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// Per-vertex material settings
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// Per-vertex material settings
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- if (dirty & DIRTY_AMBIENT)
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+ if (dirty & ViewerData::DIRTY_AMBIENT)
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V_ambient_vbo = (data.V_material_ambient.transpose()).cast<float>();
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V_ambient_vbo = (data.V_material_ambient.transpose()).cast<float>();
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- if (dirty & DIRTY_DIFFUSE)
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+ if (dirty & ViewerData::DIRTY_DIFFUSE)
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V_diffuse_vbo = (data.V_material_diffuse.transpose()).cast<float>();
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V_diffuse_vbo = (data.V_material_diffuse.transpose()).cast<float>();
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- if (dirty & DIRTY_SPECULAR)
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+ if (dirty & ViewerData::DIRTY_SPECULAR)
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V_specular_vbo = (data.V_material_specular.transpose()).cast<float>();
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V_specular_vbo = (data.V_material_specular.transpose()).cast<float>();
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// Face indices
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// Face indices
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- if (dirty & DIRTY_FACE)
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+ if (dirty & ViewerData::DIRTY_FACE)
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F_vbo = (data.F.transpose()).cast<unsigned>();
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F_vbo = (data.F.transpose()).cast<unsigned>();
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// Texture coordinates
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// Texture coordinates
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- if (dirty & DIRTY_UV)
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+ if (dirty & ViewerData::DIRTY_UV)
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V_uv_vbo = (data.V_uv.transpose()).cast<float>();
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V_uv_vbo = (data.V_uv.transpose()).cast<float>();
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}
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}
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else
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else
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{
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{
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// Per vertex properties with per corner UVs
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// Per vertex properties with per corner UVs
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- if (dirty & DIRTY_POSITION)
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+ if (dirty & ViewerData::DIRTY_POSITION)
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{
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{
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V_vbo.resize(3,data.F.rows()*3);
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V_vbo.resize(3,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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@@ -104,7 +104,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
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V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
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}
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}
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- if (dirty & 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(3,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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@@ -112,7 +112,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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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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}
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}
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- if (dirty & 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(3,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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@@ -120,7 +120,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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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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}
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}
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- if (dirty & 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(3,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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@@ -128,7 +128,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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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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}
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}
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- if (dirty & DIRTY_NORMAL)
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+ if (dirty & ViewerData::DIRTY_NORMAL)
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{
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{
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V_normals_vbo.resize(3,data.F.rows()*3);
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V_normals_vbo.resize(3,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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@@ -139,14 +139,14 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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V_normals_vbo = -V_normals_vbo;
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V_normals_vbo = -V_normals_vbo;
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}
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}
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- if (dirty & DIRTY_FACE)
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+ if (dirty & ViewerData::DIRTY_FACE)
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{
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{
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F_vbo.resize(3,data.F.rows());
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F_vbo.resize(3,data.F.rows());
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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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F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
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F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
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}
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}
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- if (dirty & DIRTY_UV)
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+ if (dirty & ViewerData::DIRTY_UV)
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{
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{
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V_uv_vbo.resize(2,data.F.rows()*3);
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V_uv_vbo.resize(2,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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@@ -157,7 +157,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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}
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}
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else
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else
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{
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{
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- if (dirty & DIRTY_POSITION)
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+ if (dirty & ViewerData::DIRTY_POSITION)
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{
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{
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V_vbo.resize(3,data.F.rows()*3);
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V_vbo.resize(3,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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@@ -165,7 +165,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
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V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
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}
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}
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- if (dirty & 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(3,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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@@ -173,7 +173,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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V_ambient_vbo.col (i*3+j) = data.F_material_ambient.row(i).transpose().cast<float>();
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V_ambient_vbo.col (i*3+j) = data.F_material_ambient.row(i).transpose().cast<float>();
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}
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}
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- if (dirty & 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(3,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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@@ -181,7 +181,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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V_diffuse_vbo.col (i*3+j) = data.F_material_diffuse.row(i).transpose().cast<float>();
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V_diffuse_vbo.col (i*3+j) = data.F_material_diffuse.row(i).transpose().cast<float>();
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}
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}
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- if (dirty & 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(3,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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@@ -189,7 +189,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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V_specular_vbo.col(i*3+j) = data.F_material_specular.row(i).transpose().cast<float>();
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V_specular_vbo.col(i*3+j) = data.F_material_specular.row(i).transpose().cast<float>();
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}
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}
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- if (dirty & DIRTY_NORMAL)
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+ if (dirty & ViewerData::DIRTY_NORMAL)
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{
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{
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V_normals_vbo.resize(3,data.F.rows()*3);
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V_normals_vbo.resize(3,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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@@ -203,14 +203,14 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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V_normals_vbo = -V_normals_vbo;
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V_normals_vbo = -V_normals_vbo;
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}
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}
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- if (dirty & DIRTY_FACE)
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+ if (dirty & ViewerData::DIRTY_FACE)
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{
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{
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F_vbo.resize(3,data.F.rows());
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F_vbo.resize(3,data.F.rows());
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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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F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
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F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
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}
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}
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- if (dirty & DIRTY_UV)
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+ if (dirty & ViewerData::DIRTY_UV)
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{
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{
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V_uv_vbo.resize(2,data.F.rows()*3);
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V_uv_vbo.resize(2,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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@@ -219,7 +219,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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}
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}
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}
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}
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- if (dirty & DIRTY_TEXTURE)
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+ if (dirty & ViewerData::DIRTY_TEXTURE)
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{
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{
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tex_u = data.texture_R.rows();
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tex_u = data.texture_R.rows();
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tex_v = data.texture_R.cols();
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tex_v = data.texture_R.cols();
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@@ -232,7 +232,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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}
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}
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}
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}
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- if (dirty & DIRTY_OVERLAY_LINES)
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+ if (dirty & ViewerData::DIRTY_OVERLAY_LINES)
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{
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{
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lines_V_vbo.resize(3, data.lines.rows()*2);
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lines_V_vbo.resize(3, data.lines.rows()*2);
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lines_V_colors_vbo.resize(3, data.lines.rows()*2);
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lines_V_colors_vbo.resize(3, data.lines.rows()*2);
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@@ -248,7 +248,7 @@ IGL_INLINE void igl::OpenGL_state::set_data(const igl::ViewerData &data, bool fa
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}
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}
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}
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}
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- if (dirty & DIRTY_OVERLAY_POINTS)
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+ if (dirty & ViewerData::DIRTY_OVERLAY_POINTS)
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{
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{
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points_V_vbo.resize(3, data.points.rows());
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points_V_vbo.resize(3, data.points.rows());
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points_V_colors_vbo.resize(3, data.points.rows());
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points_V_colors_vbo.resize(3, data.points.rows());
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@@ -266,20 +266,20 @@ IGL_INLINE void igl::OpenGL_state::bind_mesh()
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{
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{
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glBindVertexArray(vao_mesh);
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glBindVertexArray(vao_mesh);
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shader_mesh.bind();
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shader_mesh.bind();
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- shader_mesh.bindVertexAttribArray("position", vbo_V, V_vbo, dirty & DIRTY_POSITION);
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- shader_mesh.bindVertexAttribArray("normal", vbo_V_normals, V_normals_vbo, dirty & DIRTY_NORMAL);
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- shader_mesh.bindVertexAttribArray("Ka", vbo_V_ambient, V_ambient_vbo, dirty & DIRTY_AMBIENT);
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- shader_mesh.bindVertexAttribArray("Kd", vbo_V_diffuse, V_diffuse_vbo, dirty & DIRTY_DIFFUSE);
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- shader_mesh.bindVertexAttribArray("Ks", vbo_V_specular, V_specular_vbo, dirty & DIRTY_SPECULAR);
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- shader_mesh.bindVertexAttribArray("texcoord", vbo_V_uv, V_uv_vbo, dirty & DIRTY_UV);
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+ shader_mesh.bindVertexAttribArray("position", vbo_V, V_vbo, dirty & ViewerData::DIRTY_POSITION);
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+ shader_mesh.bindVertexAttribArray("normal", vbo_V_normals, V_normals_vbo, dirty & ViewerData::DIRTY_NORMAL);
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+ shader_mesh.bindVertexAttribArray("Ka", vbo_V_ambient, V_ambient_vbo, dirty & ViewerData::DIRTY_AMBIENT);
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+ shader_mesh.bindVertexAttribArray("Kd", vbo_V_diffuse, V_diffuse_vbo, dirty & ViewerData::DIRTY_DIFFUSE);
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+ shader_mesh.bindVertexAttribArray("Ks", vbo_V_specular, V_specular_vbo, dirty & ViewerData::DIRTY_SPECULAR);
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+ shader_mesh.bindVertexAttribArray("texcoord", vbo_V_uv, V_uv_vbo, dirty & ViewerData::DIRTY_UV);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_F);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_F);
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- if (dirty & DIRTY_FACE)
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+ if (dirty & ViewerData::DIRTY_FACE)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*F_vbo.size(), F_vbo.data(), GL_DYNAMIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*F_vbo.size(), F_vbo.data(), GL_DYNAMIC_DRAW);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, vbo_tex);
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glBindTexture(GL_TEXTURE_2D, vbo_tex);
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- if (dirty & DIRTY_TEXTURE)
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|
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+ if (dirty & ViewerData::DIRTY_TEXTURE)
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{
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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@@ -288,12 +288,12 @@ IGL_INLINE void igl::OpenGL_state::bind_mesh()
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_u, tex_v, 0, GL_RGB, GL_UNSIGNED_BYTE, tex.data());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_u, tex_v, 0, GL_RGB, GL_UNSIGNED_BYTE, tex.data());
|
|
}
|
|
}
|
|
glUniform1i(shader_mesh.uniform("tex"), 0);
|
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glUniform1i(shader_mesh.uniform("tex"), 0);
|
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- dirty &= ~DIRTY_MESH;
|
|
|
|
|
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+ dirty &= ~ViewerData::DIRTY_MESH;
|
|
}
|
|
}
|
|
|
|
|
|
IGL_INLINE void igl::OpenGL_state::bind_overlay_lines()
|
|
IGL_INLINE void igl::OpenGL_state::bind_overlay_lines()
|
|
{
|
|
{
|
|
- bool is_dirty = dirty & DIRTY_OVERLAY_LINES;
|
|
|
|
|
|
+ bool is_dirty = dirty & ViewerData::DIRTY_OVERLAY_LINES;
|
|
|
|
|
|
glBindVertexArray(vao_overlay_lines);
|
|
glBindVertexArray(vao_overlay_lines);
|
|
shader_overlay_lines.bind();
|
|
shader_overlay_lines.bind();
|
|
@@ -304,12 +304,12 @@ IGL_INLINE void igl::OpenGL_state::bind_overlay_lines()
|
|
if (is_dirty)
|
|
if (is_dirty)
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*lines_F_vbo.size(), lines_F_vbo.data(), GL_DYNAMIC_DRAW);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*lines_F_vbo.size(), lines_F_vbo.data(), GL_DYNAMIC_DRAW);
|
|
|
|
|
|
- dirty &= ~DIRTY_OVERLAY_LINES;
|
|
|
|
|
|
+ dirty &= ~ViewerData::DIRTY_OVERLAY_LINES;
|
|
}
|
|
}
|
|
|
|
|
|
IGL_INLINE void igl::OpenGL_state::bind_overlay_points()
|
|
IGL_INLINE void igl::OpenGL_state::bind_overlay_points()
|
|
{
|
|
{
|
|
- bool is_dirty = dirty & DIRTY_OVERLAY_POINTS;
|
|
|
|
|
|
+ bool is_dirty = dirty & ViewerData::DIRTY_OVERLAY_POINTS;
|
|
|
|
|
|
glBindVertexArray(vao_overlay_points);
|
|
glBindVertexArray(vao_overlay_points);
|
|
shader_overlay_points.bind();
|
|
shader_overlay_points.bind();
|
|
@@ -320,7 +320,7 @@ IGL_INLINE void igl::OpenGL_state::bind_overlay_points()
|
|
if (is_dirty)
|
|
if (is_dirty)
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*points_F_vbo.size(), points_F_vbo.data(), GL_DYNAMIC_DRAW);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*points_F_vbo.size(), points_F_vbo.data(), GL_DYNAMIC_DRAW);
|
|
|
|
|
|
- dirty &= ~DIRTY_OVERLAY_POINTS;
|
|
|
|
|
|
+ dirty &= ~ViewerData::DIRTY_OVERLAY_POINTS;
|
|
}
|
|
}
|
|
|
|
|
|
IGL_INLINE void igl::OpenGL_state::draw_mesh(bool solid)
|
|
IGL_INLINE void igl::OpenGL_state::draw_mesh(bool solid)
|