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- moved TextRendering code outside the viewer

Former-commit-id: 0b45f144267c1f47a68b9f8c9703b7a49d60068a
Daniele Panozzo il y a 11 ans
Parent
commit
86bc2b7504

+ 110 - 0
include/igl/viewer/TextRenderer.cpp

@@ -0,0 +1,110 @@
+#include "TextRenderer.h"
+
+  IGL_INLINE igl::TextRenderer::TextRenderer() : m_shaderHandleBackup(0) { }
+
+  IGL_INLINE int igl::TextRenderer::Init()
+  {
+    int retval = CTwGraphOpenGLCore::Init();
+    if (retval == 1)
+    {
+      std::string vertexShader =
+          "#version 150\n"
+          "uniform vec2 offset;"
+          "uniform vec2 wndSize;"
+          "uniform vec4 color;"
+          "uniform float depth;"
+          "in vec2 vertex;"
+          "in vec2 uv;"
+          "out vec4 fcolor;"
+          "out vec2 fuv;"
+          "void main() {"
+          "  gl_Position = vec4(2.0*(vertex.x+offset.x-0.5)/wndSize.x - 1.0,"
+          "                     1.0 - 2.0*(vertex.y+offset.y-0.5)/wndSize.y,"
+          "                     depth, 1);"
+          " fuv = uv;"
+          " fcolor = color;"
+          "}";
+
+      std::string fragmentShader =
+        "#version 150\n"
+        "uniform sampler2D tex;"
+        "in vec2 fuv;"
+        "in vec4 fcolor;"
+        "out vec4 outColor;"
+        "void main() { outColor.rgb = fcolor.bgr; outColor.a = fcolor.a * texture(tex, fuv).r; }";
+
+      if (!m_shader.init(vertexShader, fragmentShader, "outColor"))
+        return 0;
+
+      /* Adjust location bindings */
+      glBindAttribLocation(m_shader.program_shader, 0, "vertex");
+      glBindAttribLocation(m_shader.program_shader, 1, "uv");
+      glBindAttribLocation(m_shader.program_shader, 2, "color");
+      glLinkProgram(m_shader.program_shader);
+
+      m_shaderHandleBackup = m_TriTexUniProgram;
+      m_TriTexUniProgram = m_shader.program_shader;
+      m_TriTexUniLocationOffset = m_shader.uniform("offset");
+      m_TriTexUniLocationWndSize = m_shader.uniform("wndSize");
+      m_TriTexUniLocationColor = m_shader.uniform("color");
+      m_TriTexUniLocationTexture = m_shader.uniform("tex");
+      m_TriTexUniLocationDepth = m_shader.uniform("depth");
+    }
+    return retval;
+  }
+
+  IGL_INLINE int igl::TextRenderer::Shut()
+  {
+    for (auto kv : m_textObjects)
+      DeleteTextObj(kv.second);
+    m_shader.free();
+    m_TriTexUniProgram = m_shaderHandleBackup;
+    return CTwGraphOpenGLCore::Shut();
+  }
+
+  IGL_INLINE void igl::TextRenderer::BeginDraw(const Eigen::Matrix4f &view, const Eigen::Matrix4f &proj,
+    const Eigen::Vector4f &_viewport, float _object_scale)
+  {
+    viewport = _viewport;
+    proj_matrix = proj;
+    view_matrix = view;
+    CTwGraphOpenGLCore::BeginDraw(viewport[2], viewport[3]);
+    glEnable(GL_DEPTH_TEST);
+    glDepthMask(GL_FALSE);
+    object_scale = _object_scale;
+  }
+
+  IGL_INLINE void igl::TextRenderer::EndDraw()
+  {
+    /* Limit the number of cached text objects */
+    for (auto it = m_textObjects.cbegin(); it != m_textObjects.cend(); )
+    {
+      if (m_textObjects.size() < 1000000)
+        break;
+      DeleteTextObj(it->second);
+      m_textObjects.erase(it++);
+    }
+
+    glDepthMask(GL_TRUE);
+    CTwGraphOpenGLCore::EndDraw();
+  }
+
+  IGL_INLINE void igl::TextRenderer::DrawText(Eigen::Vector3d pos, Eigen::Vector3d normal, const std::string &text)
+  {
+    pos += normal * 0.005f * object_scale;
+    Eigen::Vector3f coord = project(Eigen::Vector3f(pos(0), pos(1), pos(2)),
+        view_matrix, proj_matrix, viewport);
+    auto it = m_textObjects.find(text);
+    void *text_obj = nullptr;
+    if (it == m_textObjects.end())
+    {
+      text_obj = NewTextObj();
+      BuildText(text_obj, &text, NULL, NULL, 1, g_DefaultNormalFont, 0, 0);
+      m_textObjects[text] = text_obj;
+    } else {
+      text_obj = it->second;
+    }
+    m_shader.bind();
+    glUniform1f(m_TriTexUniLocationDepth, 2*(coord(2)-0.5f));
+    CTwGraphOpenGLCore::DrawText(text_obj, coord[0], viewport[3] - coord[1], COLOR32_BLUE, 0);
+  }

+ 44 - 0
include/igl/viewer/TextRenderer.h

@@ -0,0 +1,44 @@
+/* This class extends the font rendering code in AntTweakBar
+   so that it can be used to render text at arbitrary 3D positions */
+
+#ifndef IGL_TEXT_RENDERER_H
+#define IGL_TEXT_RENDERER_H
+
+#include <igl/igl_inline.h>
+
+
+namespace igl
+{
+
+class TextRenderer : public CTwGraphOpenGLCore
+{
+public:
+  IGL_INLINE TextRenderer();
+
+  IGL_INLINE virtual int Init();
+  IGL_INLINE virtual int Shut();
+
+  IGL_INLINE void BeginDraw(const Eigen::Matrix4f &view, const Eigen::Matrix4f &proj,
+    const Eigen::Vector4f &_viewport, float _object_scale);
+
+  IGL_INLINE void EndDraw();
+
+  IGL_INLINE void DrawText(Eigen::Vector3d pos, Eigen::Vector3d normal, const std::string &text);
+
+protected:
+  igl::Viewer::OpenGL_shader m_shader;
+  std::map<std::string, void *> m_textObjects;
+  GLuint m_shaderHandleBackup;
+  GLuint m_TriTexUniLocationDepth;
+  Eigen::Matrix4f view_matrix, proj_matrix;
+  Eigen::Vector4f viewport;
+  float object_scale;
+};
+
+}
+
+#ifndef IGL_STATIC_LIBRARY
+#  include "TextRenderer.cpp"
+#endif
+
+#endif

+ 2398 - 0
include/igl/viewer/Viewer.cpp

@@ -0,0 +1,2398 @@
+#include "Viewer.h"
+#include <igl/get_seconds.h>
+
+#ifdef _WIN32
+#  include <windows.h>
+#  undef max
+#  undef min
+#endif
+
+// Todo: windows equivalent for `usleep`
+#include <unistd.h>
+
+#ifndef __APPLE__
+#  define GLEW_STATIC
+#  include <GL/glew.h>
+#endif
+
+#ifdef __APPLE__
+#   include <OpenGL/gl3.h>
+#   define __gl_h_ /* Prevent inclusion of the old gl.h */
+#else
+#   ifdef _WIN32
+#       include <windows.h>
+#   endif
+#   include <GL/gl.h>
+#endif
+
+#include <Eigen/LU>
+
+#define GLFW_INCLUDE_GLU
+#include <GLFW/glfw3.h>
+
+#include <cmath>
+#include <cstdio>
+#include <sstream>
+#include <iomanip>
+#include <iostream>
+#include <fstream>
+
+#include <algorithm>
+
+//OK NV
+Eigen::Vector3f project(const Eigen::Vector3f&  obj,
+                        const Eigen::Matrix4f& model,
+                        const Eigen::Matrix4f& proj,
+                        const Eigen::Vector4f&  viewport)
+{
+  Eigen::Vector4f tmp;
+  tmp << obj,1;
+
+  tmp = model * tmp;
+
+  tmp = proj * tmp;
+
+  tmp = tmp.array() / tmp(3);
+  tmp = tmp.array() * 0.5f + 0.5f;
+  tmp(0) = tmp(0) * viewport(2) + viewport(0);
+  tmp(1) = tmp(1) * viewport(3) + viewport(1);
+
+  return tmp.head(3);
+}
+
+Eigen::Matrix4f lookAt (
+                        const Eigen::Vector3f& eye,
+                        const Eigen::Vector3f& center,
+                        const Eigen::Vector3f& up)
+{
+  Eigen::Vector3f f = (center - eye).normalized();
+  Eigen::Vector3f s = f.cross(up).normalized();
+  Eigen::Vector3f u = s.cross(f);
+
+  Eigen::Matrix4f Result = Eigen::Matrix4f::Identity();
+  Result(0,0) = s(0);
+  Result(0,1) = s(1);
+  Result(0,2) = s(2);
+  Result(1,0) = u(0);
+  Result(1,1) = u(1);
+  Result(1,2) = u(2);
+  Result(2,0) =-f(0);
+  Result(2,1) =-f(1);
+  Result(2,2) =-f(2);
+  Result(0,3) =-s.transpose() * eye;
+  Result(1,3) =-u.transpose() * eye;
+  Result(2,3) = f.transpose() * eye;
+  return Result;
+}
+
+Eigen::Matrix4f ortho (
+                       const float left,
+                       const float right,
+                       const float bottom,
+                       const float top,
+                       const float zNear,
+                       const float zFar
+                       )
+{
+  Eigen::Matrix4f Result = Eigen::Matrix4f::Identity();
+  Result(0,0) = 2.0f / (right - left);
+  Result(1,1) = 2.0f / (top - bottom);
+  Result(2,2) = - 2.0f / (zFar - zNear);
+  Result(0,3) = - (right + left) / (right - left);
+  Result(1,3) = - (top + bottom) / (top - bottom);
+  Result(2,3) = - (zFar + zNear) / (zFar - zNear);
+  return Result;
+}
+
+Eigen::Matrix4f frustum (
+                         const float left,
+                         const float right,
+                         const float bottom,
+                         const float top,
+                         const float nearVal,
+                         const float farVal)
+{
+  Eigen::Matrix4f Result = Eigen::Matrix4f::Zero();
+  Result(0,0) = (2.0f * nearVal) / (right - left);
+  Result(1,1) = (2.0f * nearVal) / (top - bottom);
+  Result(0,2) = (right + left) / (right - left);
+  Result(1,2) = (top + bottom) / (top - bottom);
+  Result(2,2) = -(farVal + nearVal) / (farVal - nearVal);
+  Result(3,2) = -1.0f;
+  Result(2,3) = -(2.0f * farVal * nearVal) / (farVal - nearVal);
+  return Result;
+}
+
+Eigen::Matrix4f scale (const Eigen::Matrix4f& m,
+                       const Eigen::Vector3f& v)
+{
+  Eigen::Matrix4f Result;
+  Result.col(0) = m.col(0).array() * v(0);
+  Result.col(1) = m.col(1).array() * v(1);
+  Result.col(2) = m.col(2).array() * v(2);
+  Result.col(3) = m.col(3);
+  return Result;
+}
+
+Eigen::Matrix4f translate(
+                          const Eigen::Matrix4f& m,
+                          const Eigen::Vector3f& v)
+{
+  Eigen::Matrix4f Result = m;
+  Result.col(3) = m.col(0).array() * v(0) + m.col(1).array() * v(1) + m.col(2).array() * v(2) + m.col(3).array();
+  return Result;
+}
+
+
+#include <limits>
+#include <cassert>
+
+#ifdef ENABLE_XML_SERIALIZATION
+  #include "igl/xml/XMLSerializer.h"
+#endif
+
+#include <igl/readOBJ.h>
+#include <igl/readOFF.h>
+#include <igl/per_face_normals.h>
+#include <igl/per_vertex_normals.h>
+#include <igl/per_corner_normals.h>
+#include <igl/adjacency_list.h>
+#include <igl/writeOBJ.h>
+#include <igl/writeOFF.h>
+#include <igl/massmatrix.h>
+#include <igl/file_dialog_open.h>
+#include <igl/file_dialog_save.h>
+#include <igl/quat_to_mat.h>
+#include <igl/quat_mult.h>
+#include <igl/axis_angle_to_quat.h>
+#include <igl/trackball.h>
+#include <igl/snap_to_canonical_view_quat.h>
+#include <igl/unproject.h>
+#include <TwOpenGLCore.h>
+#include <igl/viewer/TextRenderer.h>
+
+// Plugin manager (exported to other compilation units)
+igl::Plugin_manager igl_viewer_plugin_manager;
+
+// Internal global variables used for glfw event handling
+static igl::Viewer * __viewer;
+static double highdpi = 1;
+static double scroll_x = 0;
+static double scroll_y = 0;
+
+static igl::TextRenderer __font_renderer;
+
+static void glfw_mouse_press(GLFWwindow* window, int button, int action, int modifier)
+{
+  bool tw_used = TwEventMouseButtonGLFW(button, action);
+  igl::Viewer::MouseButton mb;
+
+  if (button == GLFW_MOUSE_BUTTON_1)
+    mb = igl::Viewer::IGL_LEFT;
+  else if (button == GLFW_MOUSE_BUTTON_2)
+    mb = igl::Viewer::IGL_RIGHT;
+  else //if (button == GLFW_MOUSE_BUTTON_3)
+    mb = igl::Viewer::IGL_MIDDLE;
+
+  if (action == GLFW_PRESS)
+  {
+    if(!tw_used)
+    {
+      __viewer->mouse_down(mb,modifier);
+    }
+  } else
+  {
+    // Always call mouse_up on up
+    __viewer->mouse_up(mb,modifier);
+  }
+
+}
+
+static void glfw_error_callback(int error, const char* description)
+{
+  fputs(description, stderr);
+}
+
+int global_KMod = 0;
+
+int TwEventKeyGLFW3(int glfwKey, int glfwAction)
+{
+  int handled = 0;
+
+  // Register of modifiers state
+  if (glfwAction==GLFW_PRESS)
+  {
+    switch (glfwKey)
+    {
+      case GLFW_KEY_LEFT_SHIFT:
+      case GLFW_KEY_RIGHT_SHIFT:
+        global_KMod |= TW_KMOD_SHIFT;
+        break;
+      case GLFW_KEY_LEFT_CONTROL:
+      case GLFW_KEY_RIGHT_CONTROL:
+        global_KMod |= TW_KMOD_CTRL;
+        break;
+      case GLFW_KEY_LEFT_ALT:
+      case GLFW_KEY_RIGHT_ALT:
+        global_KMod |= TW_KMOD_ALT;
+        break;
+    }
+  }
+  else
+  {
+    switch (glfwKey)
+    {
+      case GLFW_KEY_LEFT_SHIFT:
+      case GLFW_KEY_RIGHT_SHIFT:
+        global_KMod &= ~TW_KMOD_SHIFT;
+        break;
+      case GLFW_KEY_LEFT_CONTROL:
+      case GLFW_KEY_RIGHT_CONTROL:
+        global_KMod &= ~TW_KMOD_CTRL;
+        break;
+      case GLFW_KEY_LEFT_ALT:
+      case GLFW_KEY_RIGHT_ALT:
+        global_KMod &= ~TW_KMOD_ALT;
+        break;
+    }
+  }
+
+  // Process key pressed
+  if (glfwAction==GLFW_PRESS)
+  {
+    int mod = global_KMod;
+    int testkp = ((mod&TW_KMOD_CTRL) || (mod&TW_KMOD_ALT)) ? 1 : 0;
+
+    if ((mod&TW_KMOD_CTRL) && glfwKey>0 && glfwKey<GLFW_KEY_ESCAPE   )   // CTRL cases
+      handled = TwKeyPressed(glfwKey, mod);
+    else if (glfwKey>=GLFW_KEY_ESCAPE  )
+    {
+      int k = 0;
+
+      if (glfwKey>=GLFW_KEY_F1 && glfwKey<=GLFW_KEY_F15)
+        k = TW_KEY_F1 + (glfwKey-GLFW_KEY_F1);
+      else if (testkp && glfwKey>=GLFW_KEY_KP_0 && glfwKey<=GLFW_KEY_KP_9)
+        k = '0' + (glfwKey-GLFW_KEY_KP_0);
+      else
+      {
+        switch (glfwKey)
+        {
+          case GLFW_KEY_ESCAPE  :
+            k = TW_KEY_ESCAPE;
+            break;
+          case GLFW_KEY_UP:
+            k = TW_KEY_UP;
+            break;
+          case GLFW_KEY_DOWN:
+            k = TW_KEY_DOWN;
+            break;
+          case GLFW_KEY_LEFT:
+            k = TW_KEY_LEFT;
+            break;
+          case GLFW_KEY_RIGHT:
+            k = TW_KEY_RIGHT;
+            break;
+          case GLFW_KEY_TAB:
+            k = TW_KEY_TAB;
+            break;
+          case GLFW_KEY_ENTER:
+            k = TW_KEY_RETURN;
+            break;
+          case GLFW_KEY_BACKSPACE:
+            k = TW_KEY_BACKSPACE;
+            break;
+          case GLFW_KEY_INSERT:
+            k = TW_KEY_INSERT;
+            break;
+          case GLFW_KEY_DELETE:
+            k = TW_KEY_DELETE;
+            break;
+          case GLFW_KEY_PAGE_UP:
+            k = TW_KEY_PAGE_UP;
+            break;
+          case GLFW_KEY_PAGE_DOWN:
+            k = TW_KEY_PAGE_DOWN;
+            break;
+          case GLFW_KEY_HOME:
+            k = TW_KEY_HOME;
+            break;
+          case GLFW_KEY_END:
+            k = TW_KEY_END;
+            break;
+          case GLFW_KEY_KP_ENTER:
+            k = TW_KEY_RETURN;
+            break;
+          case GLFW_KEY_KP_DIVIDE:
+            if (testkp)
+              k = '/';
+            break;
+          case GLFW_KEY_KP_MULTIPLY:
+            if (testkp)
+              k = '*';
+            break;
+          case GLFW_KEY_KP_SUBTRACT:
+            if (testkp)
+              k = '-';
+            break;
+          case GLFW_KEY_KP_ADD:
+            if (testkp)
+              k = '+';
+            break;
+          case GLFW_KEY_KP_DECIMAL:
+            if (testkp)
+              k = '.';
+            break;
+          case GLFW_KEY_KP_EQUAL:
+            if (testkp)
+              k = '=';
+            break;
+        }
+      }
+
+      if (k>0)
+        handled = TwKeyPressed(k, mod);
+    }
+  }
+
+  return handled;
+}
+
+static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int modifier)
+{
+  if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
+    glfwSetWindowShouldClose(window, GL_TRUE);
+
+  if (!TwEventKeyGLFW3(key,action))
+  {
+    if (action == GLFW_PRESS)
+      __viewer->key_down(key, modifier);
+    else
+      __viewer->key_up(key, modifier);
+  }
+}
+
+static void glfw_window_size(GLFWwindow* window, int width, int height)
+{
+  int w = width*highdpi;
+  int h = height*highdpi;
+
+  __viewer->resize(w, h);
+
+  TwWindowSize(w, h);
+  const auto & bar = __viewer->bar;
+  // Keep AntTweakBar on right side of screen and height == opengl height
+  // get the current position of a bar
+  int size[2];
+  TwGetParam(bar, NULL, "size", TW_PARAM_INT32, 2, size);
+  int pos[2];
+  // Place bar on left side of opengl rect (padded by 10 pixels)
+  pos[0] = 10;//max(10,(int)width - size[0] - 10);
+  // place bar at top (padded by 10 pixels)
+  pos[1] = 10;
+  // Set height to new height of window (padded by 10 pixels on bottom)
+  size[1] = highdpi*(height-pos[1]-10);
+  TwSetParam(bar, NULL, "position", TW_PARAM_INT32, 2, pos);
+  TwSetParam(bar, NULL, "size", TW_PARAM_INT32, 2,size);
+}
+
+static void glfw_mouse_move(GLFWwindow* window, double x, double y)
+{
+  if(!TwEventMousePosGLFW(x*highdpi,y*highdpi) || __viewer->down)
+  {
+    // Call if TwBar hasn't used or if down
+    __viewer->mouse_move(x*highdpi, y*highdpi);
+  }
+}
+
+static void glfw_mouse_scroll(GLFWwindow* window, double x, double y)
+{
+  using namespace std;
+  scroll_x += x;
+  scroll_y += y;
+
+  if (!TwEventMouseWheelGLFW(scroll_y))
+    __viewer->mouse_scroll(y);
+}
+
+static void glfw_char_callback(GLFWwindow* window, unsigned int c)
+{
+  if ((c & 0xff00)==0)
+    TwKeyPressed(c, global_KMod);
+}
+
+namespace igl
+{
+  void Viewer::init(Plugin_manager* pm)
+  {
+    plugin_manager = pm;
+
+    // Create a tweak bar
+    bar = TwNewBar("libIGL-Viewer");
+    TwDefine(" libIGL-Viewer help='This is a simple 3D mesh viewer.' "); // Message added to the help bar->
+    TwDefine(" libIGL-Viewer size='200 685'"); // change default tweak bar size
+    TwDefine(" libIGL-Viewer color='76 76 127' "); // change default tweak bar color
+    TwDefine(" libIGL-Viewer refresh=0.5"); // change refresh rate
+
+    // ---------------------- LOADING ----------------------
+
+    #ifdef ENABLE_XML_SERIALIZATION
+    TwAddButton(bar,"Load Scene", load_scene_cb,    this, "group='Workspace'");
+    TwAddButton(bar,"Save Scene", save_scene_cb,    this, "group='Workspace'");
+    #endif
+
+    #ifdef ENABLE_IO
+    TwAddButton(bar,"Load Mesh",  open_dialog_mesh, this, "group='Mesh' key=o");
+    #endif
+
+    // ---------------------- SCENE ----------------------
+
+    TwAddButton(bar,"Center object", align_camera_center_cb, this,
+                " group='Viewing Options'"
+                " label='Center object' key=A help='Set the center of the camera to the mesh center.'");
+    TwAddVarRW(bar, "Zoom", TW_TYPE_FLOAT, &(options.camera_zoom),
+               " min=0.05 max=50 step=0.1 keyIncr=+ keyDecr=- help='Scale the object (1=original size).' group='Scene'");
+    TwAddButton(bar,"SnapView", snap_to_canonical_quaternion_cb, this,
+                " group='Scene'"
+                " label='Snap to canonical view' key=Z "
+                " help='Snaps view to nearest canonical view.'");
+    TwAddVarRW(bar,"LightDir", TW_TYPE_DIR3F, options.light_position.data(),
+               " group='Scene'"
+               " label='Light direction' open help='Change the light direction.' ");
+
+    // ---------------------- DRAW OPTIONS ----------------------
+    TwAddVarRW(bar, "ToggleOrthographic", TW_TYPE_BOOLCPP, &(options.orthographic),
+               " group='Viewing Options'"
+               " label='Orthographic view' "
+               " help='Toggles orthographic / perspective view. Default: perspective.'");
+    TwAddVarRW(bar, "Rotation", TW_TYPE_QUAT4F, &(options.trackball_angle),
+      " group='Viewing Options'"
+      " label='Rotation'"
+      " help='Rotates view.'");
+    TwAddVarCB(bar,"Face-based Normals/Colors", TW_TYPE_BOOLCPP, set_face_based_cb, get_face_based_cb, this,
+               " group='Draw options'"
+               " label='Face-based' key=T help='Toggle per face shading/colors.' ");
+
+    TwAddVarRW(bar,"Show texture", TW_TYPE_BOOLCPP, &(options.show_texture),
+               " group='Draw options'");
+
+    TwAddVarCB(bar,"Invert Normals", TW_TYPE_BOOLCPP, set_invert_normals_cb, get_invert_normals_cb, this,
+               " group='Draw options'"
+               " label='Invert normals' key=i help='Invert normal directions for inside out meshes.' ");
+
+    TwAddVarRW(bar,"ShowOverlay", TW_TYPE_BOOLCPP, &(options.show_overlay),
+               " group='Draw options'"
+               " label='Show overlay' key=o help='Show the overlay layers.' ");
+    TwAddVarRW(bar,"ShowOverlayDepth", TW_TYPE_BOOLCPP, &(options.show_overlay_depth),
+               " group='Draw options'"
+               " label='Show overlay depth test' help='Enable the depth test for overlay layer.' ");
+    TwAddVarRW(bar,"Background color", TW_TYPE_COLOR3F,
+               options.background_color.data(),
+               " help='Select a background color' colormode=hls group='Draw options'");
+    TwAddVarRW(bar, "LineColor", TW_TYPE_COLOR3F,
+               options.line_color.data(),
+               " label='Line color' help='Select a outline color' group='Draw options'");
+    TwAddVarRW(bar,"Shininess",TW_TYPE_FLOAT,&options.shininess," group='Draw options'"
+               " min=1 max=128");
+
+    // ---------------------- Overlays ----------------------
+
+    TwAddVarRW(bar,"Wireframe", TW_TYPE_BOOLCPP, &(options.show_lines),
+               " group='Overlays'"
+               " label='Wireframe' key=l help='Toggle wire frame of mesh'");
+    TwAddVarRW(bar,"Fill", TW_TYPE_BOOLCPP, &(options.show_faces),
+               " group='Overlays'"
+               " label='Fill' key=t help='Display filled polygons of mesh'");
+    TwAddVarRW(bar,"ShowVertexId", TW_TYPE_BOOLCPP, &(options.show_vertid),
+               " group='Overlays'"
+               " label='Show Vertex Labels' key=';' help='Toggle vertex indices'");
+    TwAddVarRW(bar,"ShowFaceId", TW_TYPE_BOOLCPP, &(options.show_faceid),
+               " group='Overlays'"
+               " label='Show Faces Labels' key='CTRL+;' help='Toggle face"
+               " indices'");
+
+    __font_renderer.Init();
+
+    init_plugins();
+  }
+
+  Viewer::Viewer()
+  {
+    plugin_manager = 0;
+
+    // Default shininess
+    options.shininess = 35.0f;
+
+    // Default colors
+    options.background_color << 0.3f, 0.3f, 0.5f;
+    options.line_color << 0.0f, 0.0f, 0.0f;
+
+    // Default lights settings
+    options.light_position << 0.0f, -0.30f, -5.0f;
+    options.lighting_factor = 1.0f; //on
+
+    // Default trackball
+    options.trackball_angle << 0.0f, 0.0f, 0.0f, 1.0f;
+
+    // Defalut model viewing parameters
+    options.model_zoom = 1.0f;
+    options.model_translation << 0,0,0;
+
+    // Camera parameters
+    options.camera_zoom = 1.0f;
+    options.orthographic = false;
+    options.camera_view_angle = 45.0;
+    options.camera_dnear = 1.0;
+    options.camera_dfar = 100.0;
+    options.camera_eye << 0, 0, 5;
+    options.camera_center << 0, 0, 0;
+    options.camera_up << 0, 1, 0;
+
+    // Default visualization options
+    options.show_faces = true;
+    options.show_lines = true;
+    options.invert_normals = false;
+    options.show_overlay = true;
+    options.show_overlay_depth = true;
+    options.show_vertid = false;
+    options.show_faceid = false;
+    options.show_texture = false;
+
+    // Default point size / line width
+    options.point_size = 15;
+    options.line_width = 0.5f;
+    options.face_based = false;
+    options.is_animating = false;
+    options.animation_max_fps = 30.;
+
+    // Temporary variables initialization
+    down = false;
+    hack_never_moved = true;
+    scroll_position = 0.0f;
+
+    // Per face
+    set_face_based(false);
+
+    // C-style callbacks
+    callback_pre_draw     = 0;
+    callback_post_draw    = 0;
+    callback_mouse_down   = 0;
+    callback_mouse_up     = 0;
+    callback_mouse_move   = 0;
+    callback_mouse_scroll = 0;
+    callback_key_down     = 0;
+    callback_key_up       = 0;
+
+    callback_pre_draw_data = 0;
+    callback_post_draw     = 0;
+    callback_mouse_down    = 0;
+    callback_mouse_up      = 0;
+    callback_mouse_move    = 0;
+    callback_mouse_scroll  = 0;
+    callback_key_down      = 0;
+    callback_key_up        = 0;
+  }
+
+  void Viewer::init_plugins()
+  {
+    // Init all plugins
+    if (plugin_manager)
+      for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
+        plugin_manager->plugin_list[i]->init(this);
+  }
+
+  Viewer::~Viewer()
+  {
+  }
+
+  void Viewer::shutdown_plugins()
+  {
+    if (plugin_manager)
+      for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
+        plugin_manager->plugin_list[i]->shutdown();
+  }
+
+  bool Viewer::load_mesh_from_file(const char* mesh_file_name)
+  {
+    std::string mesh_file_name_string = std::string(mesh_file_name);
+
+    // first try to load it with a plugin
+    if (plugin_manager)
+      for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
+        if (plugin_manager->plugin_list[i]->load(mesh_file_name_string))
+          return true;
+
+    clear_mesh();
+
+    size_t last_dot = mesh_file_name_string.rfind('.');
+    if (last_dot == std::string::npos)
+    {
+      printf("Error: No file extension found in %s\n",mesh_file_name);
+      return false;
+    }
+
+    std::string extension = mesh_file_name_string.substr(last_dot+1);
+
+    if (extension == "off" || extension =="OFF")
+    {
+      if (!igl::readOFF(mesh_file_name_string, data.V, data.F))
+        return false;
+    }
+    else if (extension == "obj" || extension =="OBJ")
+    {
+      Eigen::MatrixXd corner_normals;
+      Eigen::MatrixXi fNormIndices;
+
+      Eigen::MatrixXd UV_V;
+      Eigen::MatrixXi UV_F;
+
+      if (!(igl::readOBJ(mesh_file_name_string, data.V, data.F, corner_normals, fNormIndices, UV_V, UV_F)))
+        return false;
+    }
+    else
+    {
+      // unrecognized file type
+      printf("Error: %s is not a recognized file type.\n",extension.c_str());
+      return false;
+    }
+
+    compute_normals();
+    uniform_colors(Eigen::Vector3d(51.0/255.0,43.0/255.0,33.3/255.0),
+                   Eigen::Vector3d(255.0/255.0,228.0/255.0,58.0/255.0),
+                   Eigen::Vector3d(255.0/255.0,235.0/255.0,80.0/255.0));
+    if (data.V_uv.rows() == 0)
+      grid_texture();
+
+    align_camera_center();
+
+    if (plugin_manager)
+      for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
+        if (plugin_manager->plugin_list[i]->post_load())
+          return true;
+
+    return true;
+  }
+
+  void Viewer::compute_normals()
+  {
+    igl::per_face_normals(data.V, data.F, data.F_normals);
+    igl::per_vertex_normals(data.V, data.F, data.F_normals, data.V_normals);
+    data.dirty |= DIRTY_NORMAL;
+  }
+
+  void Viewer::uniform_colors(Eigen::Vector3d ambient, Eigen::Vector3d diffuse, Eigen::Vector3d specular)
+  {
+    data.V_material_ambient.resize(data.V.rows(),3);
+    data.V_material_diffuse.resize(data.V.rows(),3);
+    data.V_material_specular.resize(data.V.rows(),3);
+
+    for (unsigned i=0; i<data.V.rows();++i)
+    {
+      data.V_material_ambient.row(i) = ambient;
+      data.V_material_diffuse.row(i) = diffuse;
+      data.V_material_specular.row(i) = specular;
+    }
+
+    data.F_material_ambient.resize(data.F.rows(),3);
+    data.F_material_diffuse.resize(data.F.rows(),3);
+    data.F_material_specular.resize(data.F.rows(),3);
+
+    for (unsigned i=0; i<data.F.rows();++i)
+    {
+      data.F_material_ambient.row(i) = ambient;
+      data.F_material_diffuse.row(i) = diffuse;
+      data.F_material_specular.row(i) = specular;
+    }
+    data.dirty |= DIRTY_SPECULAR | DIRTY_DIFFUSE | DIRTY_AMBIENT;
+  }
+
+  void Viewer::grid_texture()
+  {
+    if (data.V_uv.rows() == 0)
+    {
+      data.V_uv = data.V.block(0, 0, data.V.rows(), 2);
+      data.V_uv.col(0) = data.V_uv.col(0).array() - data.V_uv.col(0).minCoeff();
+      data.V_uv.col(0) = data.V_uv.col(0).array() / data.V_uv.col(0).maxCoeff();
+      data.V_uv.col(1) = data.V_uv.col(1).array() - data.V_uv.col(1).minCoeff();
+      data.V_uv.col(1) = data.V_uv.col(1).array() / data.V_uv.col(1).maxCoeff();
+      data.V_uv = data.V_uv.array() * 10;
+      data.dirty |= DIRTY_TEXTURE;
+    }
+
+    unsigned size = 128;
+    unsigned size2 = size/2;
+    data.texture_R.resize(size, size);
+    for (unsigned i=0; i<size; ++i)
+    {
+      for (unsigned j=0; j<size; ++j)
+      {
+        data.texture_R(i,j) = 0;
+        if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
+          data.texture_R(i,j) = 255;
+      }
+    }
+
+    data.texture_G = data.texture_R;
+    data.texture_B = data.texture_R;
+    data.dirty |= DIRTY_TEXTURE;
+  }
+
+  bool Viewer::save_mesh_to_file(const char* mesh_file_name)
+  {
+    std::string mesh_file_name_string(mesh_file_name);
+
+    // first try to load it with a plugin
+    if (plugin_manager)
+      for (unsigned int i = 0; i<plugin_manager->plugin_list.size(); ++i)
+        if (plugin_manager->plugin_list[i]->save(mesh_file_name_string))
+          return true;
+
+    size_t last_dot = mesh_file_name_string.rfind('.');
+    if (last_dot == std::string::npos)
+    {
+      // No file type determined
+      printf("Error: No file extension found in %s\n",mesh_file_name);
+      return false;
+    }
+    std::string extension = mesh_file_name_string.substr(last_dot+1);
+    if (extension == "off" || extension =="OFF")
+    {
+      return igl::writeOFF(mesh_file_name_string,data.V,data.F);
+    }
+    else if (extension == "obj" || extension =="OBJ")
+    {
+      Eigen::MatrixXd corner_normals;
+      Eigen::MatrixXi fNormIndices;
+
+      Eigen::MatrixXd UV_V;
+      Eigen::MatrixXi UV_F;
+
+      return igl::writeOBJ(mesh_file_name_string, data.V,
+          data.F, corner_normals, fNormIndices, UV_V, UV_F);
+    }
+    else
+    {
+      // unrecognized file type
+      printf("Error: %s is not a recognized file type.\n",extension.c_str());
+      return false;
+    }
+    return true;
+  }
+
+  void Viewer::clear_mesh()
+  {
+    data.V                       = Eigen::MatrixXd (0,3);
+    data.F                       = Eigen::MatrixXi (0,3);
+
+    data.F_material_ambient      = Eigen::MatrixXd (0,3);
+    data.F_material_diffuse      = Eigen::MatrixXd (0,3);
+    data.F_material_specular     = Eigen::MatrixXd (0,3);
+
+    data.V_material_ambient      = Eigen::MatrixXd (0,3);
+    data.V_material_diffuse      = Eigen::MatrixXd (0,3);
+    data.V_material_specular     = Eigen::MatrixXd (0,3);
+
+    data.F_normals               = Eigen::MatrixXd (0,3);
+    data.V_normals               = Eigen::MatrixXd (0,3);
+
+    data.V_uv                    = Eigen::MatrixXd (0,2);
+    data.F_uv                    = Eigen::MatrixXi (0,3);
+
+    data.lines                   = Eigen::MatrixXd (0,9);
+    data.points                  = Eigen::MatrixXd (0,6);
+    data.labels_positions        = Eigen::MatrixXd (0,3);
+    data.labels_strings.clear();
+  }
+
+  bool Viewer::key_down(unsigned char key, int modifiers)
+  {
+    if (callback_key_down)
+      if (callback_key_down(*this,key,modifiers))
+        return true;
+
+    if (plugin_manager)
+      for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
+        if (plugin_manager->plugin_list[i]->key_down(key, modifiers))
+          return true;
+
+    if (key == 'S')
+      mouse_scroll(1);
+
+    if (key == 'A')
+      mouse_scroll(-1);
+
+    // Why aren't these handled view AntTweakBar?
+    if (key == 'z') // Don't use 'Z' because that clobbers snap_to_canonical_view_quat
+      options.trackball_angle << 0.0f, 0.0f, 0.0f, 1.0f;
+
+    if (key == 'y')
+      options.trackball_angle << -sqrt(2.0f)/2.0f, 0.0f, 0.0f, sqrt(2.0f)/2.0f;
+
+    if (key == 'x')
+      options.trackball_angle << -0.5f, -0.5f, -0.5f, 0.5f;
+
+
+    return false;
+  }
+
+  bool Viewer::key_up(unsigned char key, int modifiers)
+  {
+    if (callback_key_up)
+      if (callback_key_up(*this,key,modifiers))
+        return true;
+
+    if (plugin_manager)
+      for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
+        if (plugin_manager->plugin_list[i]->key_up(key, modifiers))
+          return true;
+
+    return false;
+  }
+
+  bool Viewer::mouse_down(MouseButton button, int modifier)
+  {
+    if (callback_mouse_down)
+      if (callback_mouse_down(*this,button,modifier))
+        return true;
+
+    if (plugin_manager)
+      for (unsigned int i = 0; i < plugin_manager->plugin_list.size(); ++i)
+        if (plugin_manager->plugin_list[i]->mouse_down(button,modifier))
+          return true;
+
+    down = true;
+
+    down_mouse_x = current_mouse_x;
+    down_mouse_y = current_mouse_y;
+    down_translation = options.model_translation;
+
+
+    // Initialization code for the trackball
+    Eigen::RowVector3d center;
+    if (data.V.rows() == 0)
+      center << 0,0,0;
+    else
+      center = data.V.colwise().sum()/data.V.rows();
+
+    Eigen::Vector3f coord = project(Eigen::Vector3f(center(0),center(1),center(2)), view * model, proj, viewport);
+    down_mouse_z = coord[2];
+    down_rotation = options.trackball_angle;
+
+    mouse_mode = ROTATION;
+
+    switch (button)
+    {
+      case IGL_LEFT:
+        mouse_mode = ROTATION;
+        break;
+
+      case IGL_RIGHT:
+        mouse_mode = TRANSLATE;
+        break;
+
+      default:
+        mouse_mode = NOTHING;
+        break;
+    }
+
+    return true;
+  }
+
+  bool Viewer::mouse_up(MouseButton button, int modifier)
+  {
+    down = false;
+
+    if (callback_mouse_up)
+      if (callback_mouse_up(*this,button,modifier))
+        return true;
+
+    if (plugin_manager)
+      for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
+        if (plugin_manager->plugin_list[i]->mouse_up(button,modifier))
+          return true;
+
+    mouse_mode = NOTHING;
+
+    return true;
+  }
+
+  bool Viewer::mouse_move(int mouse_x, int mouse_y)
+  {
+    if(hack_never_moved)
+    {
+      down_mouse_x = mouse_x;
+      down_mouse_y = mouse_y;
+      hack_never_moved = false;
+    }
+    current_mouse_x = mouse_x;
+    current_mouse_y = mouse_y;
+
+    if (callback_mouse_move)
+      if (callback_mouse_move(*this,mouse_x,mouse_y))
+        return true;
+
+    if (plugin_manager)
+      for (unsigned int i = 0; i < plugin_manager->plugin_list.size(); ++i)
+        if (plugin_manager->plugin_list[i]->mouse_move(mouse_x, mouse_y))
+          return true;
+
+    if (down)
+    {
+      switch (mouse_mode)
+      {
+        case ROTATION :
+        {
+          igl::trackball(width,
+                         height,
+                         2.0f,
+                         down_rotation.data(),
+                         down_mouse_x,
+                         down_mouse_y,
+                         mouse_x,
+                         mouse_y,
+                         options.trackball_angle.data());
+          //Eigen::Vector4f snapq = options.trackball_angle;
+
+          break;
+        }
+
+        case TRANSLATE:
+        {
+          //translation
+          Eigen::Vector3f pos1 = igl::unproject(Eigen::Vector3f(mouse_x, viewport[3] - mouse_y, down_mouse_z), view * model, proj, viewport);
+          Eigen::Vector3f pos0 = igl::unproject(Eigen::Vector3f(down_mouse_x, viewport[3] - down_mouse_y, down_mouse_z), view * model, proj, viewport);
+
+          Eigen::Vector3f diff = pos1 - pos0;
+          options.model_translation = down_translation + Eigen::Vector3f(diff[0],diff[1],diff[2]);
+
+          break;
+        }
+        case ZOOM:
+        {
+          //float delta = 0.001f * (mouse_x - down_mouse_x + mouse_y - down_mouse_y);
+          float delta = 0.001f * (mouse_x - down_mouse_x + mouse_y - down_mouse_y);
+          options.camera_zoom *= 1 + delta;
+          down_mouse_x = mouse_x;
+          down_mouse_y = mouse_y;
+          break;
+        }
+
+        default:
+          break;
+      }
+    }
+    return true;
+  }
+
+  bool Viewer::mouse_scroll(float delta_y)
+  {
+    scroll_position += delta_y;
+
+    if (callback_mouse_scroll)
+      if (callback_mouse_scroll(*this,delta_y))
+        return true;
+
+    if (plugin_manager)
+      for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
+        if (plugin_manager->plugin_list[i]->mouse_scroll(delta_y))
+          return true;
+
+    // Only zoom if there's actually a change
+    if(delta_y != 0)
+    {
+      float mult = (1.0+((delta_y>0)?1.:-1.)*0.05);
+      const float min_zoom = 0.1f;
+      options.camera_zoom = (options.camera_zoom * mult > min_zoom ? options.camera_zoom * mult : min_zoom);
+    }
+    return true;
+  }
+
+  static GLuint create_shader_helper(GLint type, const std::string &shader_string)
+  {
+    using namespace std;
+    if (shader_string.empty())
+      return (GLuint) 0;
+
+    GLuint id = glCreateShader(type);
+    const char *shader_string_const = shader_string.c_str();
+    glShaderSource(id, 1, &shader_string_const, NULL);
+    glCompileShader(id);
+
+    GLint status;
+    glGetShaderiv(id, GL_COMPILE_STATUS, &status);
+
+    if (status != GL_TRUE)
+    {
+      char buffer[512];
+      if (type == GL_VERTEX_SHADER)
+        cerr << "Vertex shader:" << endl;
+      else if (type == GL_FRAGMENT_SHADER)
+        cerr << "Fragment shader:" << endl;
+      else if (type == GL_GEOMETRY_SHADER)
+        cerr << "Geometry shader:" << endl;
+      cerr << shader_string << endl << endl;
+      glGetShaderInfoLog(id, 512, NULL, buffer);
+      cerr << "Error: " << endl << buffer << endl;
+      return (GLuint) 0;
+    }
+
+    return id;
+  }
+
+  bool Viewer::OpenGL_shader::init_from_files(
+    const std::string &vertex_shader_filename,
+    const std::string &fragment_shader_filename,
+    const std::string &fragment_data_name,
+    const std::string &geometry_shader_filename,
+    int geometry_shader_max_vertices)
+  {
+    auto file_to_string = [](const std::string &filename)
+    {
+      std::ifstream t(filename);
+      return std::string((std::istreambuf_iterator<char>(t)),
+                          std::istreambuf_iterator<char>());
+    };
+
+    return init(
+      file_to_string(vertex_shader_filename),
+      file_to_string(fragment_shader_filename),
+      fragment_data_name,
+      file_to_string(geometry_shader_filename),
+      geometry_shader_max_vertices
+   );
+  }
+
+  bool Viewer::OpenGL_shader::init(
+    const std::string &vertex_shader_string,
+    const std::string &fragment_shader_string,
+    const std::string &fragment_data_name,
+    const std::string &geometry_shader_string,
+    int geometry_shader_max_vertices)
+  {
+    using namespace std;
+    vertex_shader = create_shader_helper(GL_VERTEX_SHADER, vertex_shader_string);
+    geometry_shader = create_shader_helper(GL_GEOMETRY_SHADER, geometry_shader_string);
+    fragment_shader = create_shader_helper(GL_FRAGMENT_SHADER, fragment_shader_string);
+
+    if (!vertex_shader || !fragment_shader)
+      return false;
+
+    program_shader = glCreateProgram();
+
+    glAttachShader(program_shader, vertex_shader);
+    glAttachShader(program_shader, fragment_shader);
+
+    if (geometry_shader)
+    {
+      glAttachShader(program_shader, geometry_shader);
+
+      /* This covers only basic cases and may need to be modified */
+      glProgramParameteri(program_shader, GL_GEOMETRY_INPUT_TYPE, GL_TRIANGLES);
+      glProgramParameteri(program_shader, GL_GEOMETRY_OUTPUT_TYPE, GL_TRIANGLES);
+      glProgramParameteri(program_shader, GL_GEOMETRY_VERTICES_OUT, geometry_shader_max_vertices);
+    }
+
+    glBindFragDataLocation(program_shader, 0, fragment_data_name.c_str());
+    glLinkProgram(program_shader);
+
+    GLint status;
+    glGetProgramiv(program_shader, GL_LINK_STATUS, &status);
+
+    if (status != GL_TRUE)
+    {
+      char buffer[512];
+      glGetProgramInfoLog(program_shader, 512, NULL, buffer);
+      cerr << "Linker error: " << endl << buffer << endl;
+      program_shader = 0;
+      return false;
+    }
+
+    return true;
+  }
+
+  void Viewer::OpenGL_shader::bind()
+  {
+    glUseProgram(program_shader);
+  }
+
+  GLint Viewer::OpenGL_shader::attrib(const std::string &name) const
+  {
+    return glGetAttribLocation(program_shader, name.c_str());
+  }
+
+  GLint Viewer::OpenGL_shader::uniform(const std::string &name) const
+  {
+    return glGetUniformLocation(program_shader, name.c_str());
+  }
+
+  GLint Viewer::OpenGL_shader::bindVertexAttribArray(
+    const std::string &name, GLuint bufferID, const Eigen::MatrixXf &M, bool refresh) const
+  {
+    GLint id = attrib(name);
+    if (id < 0)
+      return id;
+    if (M.size() == 0)
+    {
+      glDisableVertexAttribArray(id);
+      return id;
+    }
+    glBindBuffer(GL_ARRAY_BUFFER, bufferID);
+    if (refresh)
+      glBufferData(GL_ARRAY_BUFFER, sizeof(float)*M.size(), M.data(), GL_DYNAMIC_DRAW);
+    glVertexAttribPointer(id, M.rows(), GL_FLOAT, GL_FALSE, 0, 0);
+    glEnableVertexAttribArray(id);
+    return id;
+  }
+
+  void Viewer::OpenGL_shader::free()
+  {
+    if (program_shader)
+    {
+      glDeleteProgram(program_shader);
+      program_shader = 0;
+    }
+    if (vertex_shader)
+    {
+      glDeleteShader(vertex_shader);
+      vertex_shader = 0;
+    }
+    if (fragment_shader)
+    {
+      glDeleteShader(fragment_shader);
+      fragment_shader = 0;
+    }
+    if (geometry_shader)
+    {
+      glDeleteShader(geometry_shader);
+      geometry_shader = 0;
+    }
+  }
+
+  void Viewer::OpenGL_state::init()
+  {
+    // Mesh: Vertex Array Object & Buffer objects
+    glGenVertexArrays(1, &vao_mesh);
+    glBindVertexArray(vao_mesh);
+    glGenBuffers(1, &vbo_V);
+    glGenBuffers(1, &vbo_V_normals);
+    glGenBuffers(1, &vbo_V_ambient);
+    glGenBuffers(1, &vbo_V_diffuse);
+    glGenBuffers(1, &vbo_V_specular);
+    glGenBuffers(1, &vbo_V_uv);
+    glGenBuffers(1, &vbo_F);
+    glGenTextures(1, &vbo_tex);
+
+    // Line overlay
+    glGenVertexArrays(1, &vao_overlay_lines);
+    glBindVertexArray(vao_overlay_lines);
+    glGenBuffers(1, &vbo_lines_F);
+    glGenBuffers(1, &vbo_lines_V);
+    glGenBuffers(1, &vbo_lines_V_colors);
+
+    // Point overlay
+    glGenVertexArrays(1, &vao_overlay_points);
+    glBindVertexArray(vao_overlay_points);
+    glGenBuffers(1, &vbo_points_F);
+    glGenBuffers(1, &vbo_points_V);
+    glGenBuffers(1, &vbo_points_V_colors);
+
+    dirty = DIRTY_ALL;
+  }
+
+  void Viewer::OpenGL_state::free()
+  {
+    glDeleteVertexArrays(1, &vao_mesh);
+    glDeleteVertexArrays(1, &vao_overlay_lines);
+    glDeleteVertexArrays(1, &vao_overlay_points);
+
+    glDeleteBuffers(1, &vbo_V);
+    glDeleteBuffers(1, &vbo_V_normals);
+    glDeleteBuffers(1, &vbo_V_ambient);
+    glDeleteBuffers(1, &vbo_V_diffuse);
+    glDeleteBuffers(1, &vbo_V_specular);
+    glDeleteBuffers(1, &vbo_V_uv);
+    glDeleteBuffers(1, &vbo_F);
+    glDeleteBuffers(1, &vbo_lines_F);
+    glDeleteBuffers(1, &vbo_lines_V);
+    glDeleteBuffers(1, &vbo_lines_V_colors);
+    glDeleteBuffers(1, &vbo_points_F);
+    glDeleteBuffers(1, &vbo_points_V);
+    glDeleteBuffers(1, &vbo_points_V_colors);
+
+    glDeleteTextures(1, &vbo_tex);
+  }
+
+  void Viewer::OpenGL_state::set_data(const Data &data, bool face_based, bool invert_normals)
+  {
+    bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
+    bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
+
+    dirty |= data.dirty;
+
+    if (!face_based)
+    {
+      if (!per_corner_uv)
+      {
+        // Vertex positions
+        if (dirty & DIRTY_POSITION)
+          V_vbo = (data.V.transpose()).cast<float>();
+
+        // Vertex normals
+        if (dirty & DIRTY_NORMAL)
+        {
+          V_normals_vbo = (data.V_normals.transpose()).cast<float>();
+          if (invert_normals)
+            V_normals_vbo = -V_normals_vbo;
+        }
+
+        // Per-vertex material settings
+        if (dirty & DIRTY_AMBIENT)
+          V_ambient_vbo = (data.V_material_ambient.transpose()).cast<float>();
+        if (dirty & DIRTY_DIFFUSE)
+          V_diffuse_vbo = (data.V_material_diffuse.transpose()).cast<float>();
+        if (dirty & DIRTY_SPECULAR)
+          V_specular_vbo = (data.V_material_specular.transpose()).cast<float>();
+
+        // Face indices
+        if (dirty & DIRTY_FACE)
+          F_vbo = (data.F.transpose()).cast<unsigned>();
+
+        // Texture coordinates
+        if (dirty & DIRTY_UV)
+          V_uv_vbo = (data.V_uv.transpose()).cast<float>();
+      }
+      else
+      {
+        // Per vertex properties with per corner UVs
+        if (dirty & DIRTY_POSITION)
+        {
+          V_vbo.resize(3,data.F.rows()*3);
+          for (unsigned i=0; i<data.F.rows();++i)
+            for (unsigned j=0;j<3;++j)
+              V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
+        }
+
+        if (dirty & DIRTY_AMBIENT)
+        {
+          V_ambient_vbo.resize(3,data.F.rows()*3);
+          for (unsigned i=0; i<data.F.rows();++i)
+            for (unsigned j=0;j<3;++j)
+              V_ambient_vbo.col (i*3+j) = data.V_material_ambient.row(data.F(i,j)).transpose().cast<float>();
+        }
+
+        if (dirty & DIRTY_DIFFUSE)
+        {
+          V_diffuse_vbo.resize(3,data.F.rows()*3);
+          for (unsigned i=0; i<data.F.rows();++i)
+            for (unsigned j=0;j<3;++j)
+              V_diffuse_vbo.col (i*3+j) = data.V_material_diffuse.row(data.F(i,j)).transpose().cast<float>();
+        }
+
+        if (dirty & DIRTY_SPECULAR)
+        {
+          V_specular_vbo.resize(3,data.F.rows()*3);
+          for (unsigned i=0; i<data.F.rows();++i)
+            for (unsigned j=0;j<3;++j)
+              V_specular_vbo.col(i*3+j) = data.V_material_specular.row(data.F(i,j)).transpose().cast<float>();
+        }
+
+        if (dirty & DIRTY_NORMAL)
+        {
+          V_normals_vbo.resize(3,data.F.rows()*3);
+          for (unsigned i=0; i<data.F.rows();++i)
+            for (unsigned j=0;j<3;++j)
+              V_normals_vbo.col (i*3+j) = data.V_normals.row(data.F(i,j)).transpose().cast<float>();
+
+          if (invert_normals)
+            V_normals_vbo = -V_normals_vbo;
+        }
+
+        if (dirty & DIRTY_FACE)
+        {
+          F_vbo.resize(3,data.F.rows());
+          for (unsigned i=0; i<data.F.rows();++i)
+            F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
+        }
+
+        if (dirty & DIRTY_UV)
+        {
+          V_uv_vbo.resize(2,data.F.rows()*3);
+          for (unsigned i=0; i<data.F.rows();++i)
+            for (unsigned j=0;j<3;++j)
+              V_uv_vbo.col(i*3+j) = data.V_uv.row(data.F(i,j)).transpose().cast<float>();
+        }
+      }
+    }
+    else
+    {
+      if (dirty & DIRTY_POSITION)
+      {
+        V_vbo.resize(3,data.F.rows()*3);
+        for (unsigned i=0; i<data.F.rows();++i)
+          for (unsigned j=0;j<3;++j)
+            V_vbo.col(i*3+j) = data.V.row(data.F(i,j)).transpose().cast<float>();
+      }
+
+      if (dirty & DIRTY_AMBIENT)
+      {
+        V_ambient_vbo.resize(3,data.F.rows()*3);
+        for (unsigned i=0; i<data.F.rows();++i)
+          for (unsigned j=0;j<3;++j)
+            V_ambient_vbo.col (i*3+j) = data.F_material_ambient.row(i).transpose().cast<float>();
+      }
+
+      if (dirty & DIRTY_DIFFUSE)
+      {
+        V_diffuse_vbo.resize(3,data.F.rows()*3);
+        for (unsigned i=0; i<data.F.rows();++i)
+          for (unsigned j=0;j<3;++j)
+            V_diffuse_vbo.col (i*3+j) = data.F_material_diffuse.row(i).transpose().cast<float>();
+      }
+
+      if (dirty & DIRTY_SPECULAR)
+      {
+        V_specular_vbo.resize(3,data.F.rows()*3);
+        for (unsigned i=0; i<data.F.rows();++i)
+          for (unsigned j=0;j<3;++j)
+            V_specular_vbo.col(i*3+j) = data.F_material_specular.row(i).transpose().cast<float>();
+      }
+
+      if (dirty & DIRTY_NORMAL)
+      {
+        V_normals_vbo.resize(3,data.F.rows()*3);
+        for (unsigned i=0; i<data.F.rows();++i)
+          for (unsigned j=0;j<3;++j)
+            V_normals_vbo.col (i*3+j) =
+               per_corner_normals ?
+                 data.F_normals.row(i*3+j).transpose().cast<float>() :
+                 data.F_normals.row(i).transpose().cast<float>();
+
+        if (invert_normals)
+          V_normals_vbo = -V_normals_vbo;
+      }
+
+      if (dirty & DIRTY_FACE)
+      {
+        F_vbo.resize(3,data.F.rows());
+        for (unsigned i=0; i<data.F.rows();++i)
+          F_vbo.col(i) << i*3+0, i*3+1, i*3+2;
+      }
+
+      if (dirty & DIRTY_UV)
+      {
+          V_uv_vbo.resize(2,data.F.rows()*3);
+          for (unsigned i=0; i<data.F.rows();++i)
+            for (unsigned j=0;j<3;++j)
+              V_uv_vbo.col(i*3+j) = data.V_uv.row(per_corner_uv ? data.F_uv(i,j) : data.F(i,j)).transpose().cast<float>();
+      }
+    }
+
+    if (dirty & DIRTY_TEXTURE)
+    {
+      tex_u = data.texture_R.rows();
+      tex_v = data.texture_R.cols();
+      tex.resize(data.texture_R.size()*3);
+      for (unsigned i=0;i<data.texture_R.size();++i)
+      {
+        tex(i*3+0) = data.texture_R(i);
+        tex(i*3+1) = data.texture_G(i);
+        tex(i*3+2) = data.texture_B(i);
+      }
+    }
+
+    if (dirty & DIRTY_OVERLAY_LINES)
+    {
+      lines_V_vbo.resize(3, data.lines.rows()*2);
+      lines_V_colors_vbo.resize(3, data.lines.rows()*2);
+      lines_F_vbo.resize(1, data.lines.rows()*2);
+      for (unsigned i=0; i<data.lines.rows();++i)
+      {
+        lines_V_vbo.col(2*i+0) = data.lines.block<1, 3>(i, 0).transpose().cast<float>();
+        lines_V_vbo.col(2*i+1) = data.lines.block<1, 3>(i, 3).transpose().cast<float>();
+        lines_V_colors_vbo.col(2*i+0) = data.lines.block<1, 3>(i, 6).transpose().cast<float>();
+        lines_V_colors_vbo.col(2*i+1) = data.lines.block<1, 3>(i, 6).transpose().cast<float>();
+        lines_F_vbo(2*i+0) = 2*i+0;
+        lines_F_vbo(2*i+1) = 2*i+1;
+      }
+    }
+
+    if (dirty & DIRTY_OVERLAY_POINTS)
+    {
+      points_V_vbo.resize(3, data.points.rows());
+      points_V_colors_vbo.resize(3, data.points.rows());
+      points_F_vbo.resize(1, data.points.rows());
+      for (unsigned i=0; i<data.points.rows();++i)
+      {
+        points_V_vbo.col(i) = data.points.block<1, 3>(i, 0).transpose().cast<float>();
+        points_V_colors_vbo.col(i) = data.points.block<1, 3>(i, 3).transpose().cast<float>();
+        points_F_vbo(i) = i;
+      }
+    }
+  }
+
+  void Viewer::OpenGL_state::bind_mesh()
+  {
+    glBindVertexArray(vao_mesh);
+    shader_mesh.bind();
+    shader_mesh.bindVertexAttribArray("position", vbo_V, V_vbo, dirty & DIRTY_POSITION);
+    shader_mesh.bindVertexAttribArray("normal", vbo_V_normals, V_normals_vbo, dirty & DIRTY_NORMAL);
+    shader_mesh.bindVertexAttribArray("Ka", vbo_V_ambient, V_ambient_vbo, dirty & DIRTY_AMBIENT);
+    shader_mesh.bindVertexAttribArray("Kd", vbo_V_diffuse, V_diffuse_vbo, dirty & DIRTY_DIFFUSE);
+    shader_mesh.bindVertexAttribArray("Ks", vbo_V_specular, V_specular_vbo, dirty & DIRTY_SPECULAR);
+    shader_mesh.bindVertexAttribArray("texcoord", vbo_V_uv, V_uv_vbo, dirty & DIRTY_UV);
+
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_F);
+    if (dirty & DIRTY_FACE)
+      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*F_vbo.size(), F_vbo.data(), GL_DYNAMIC_DRAW);
+
+    glActiveTexture(GL_TEXTURE0);
+    glBindTexture(GL_TEXTURE_2D, vbo_tex);
+    if (dirty & DIRTY_TEXTURE)
+    {
+      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+      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);
+    dirty &= ~DIRTY_MESH;
+  }
+
+  void Viewer::OpenGL_state::bind_overlay_lines()
+  {
+    bool is_dirty = dirty & DIRTY_OVERLAY_LINES;
+
+    glBindVertexArray(vao_overlay_lines);
+    shader_overlay_lines.bind();
+    shader_overlay_lines.bindVertexAttribArray("position", vbo_lines_V, lines_V_vbo, is_dirty);
+    shader_overlay_lines.bindVertexAttribArray("color", vbo_lines_V_colors, lines_V_colors_vbo, is_dirty);
+
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_lines_F);
+    if (is_dirty)
+      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*lines_F_vbo.size(), lines_F_vbo.data(), GL_DYNAMIC_DRAW);
+
+    dirty &= ~DIRTY_OVERLAY_LINES;
+  }
+
+  void Viewer::OpenGL_state::bind_overlay_points()
+  {
+    bool is_dirty = dirty & DIRTY_OVERLAY_POINTS;
+
+    glBindVertexArray(vao_overlay_points);
+    shader_overlay_points.bind();
+    shader_overlay_points.bindVertexAttribArray("position", vbo_points_V, points_V_vbo, is_dirty);
+    shader_overlay_points.bindVertexAttribArray("color", vbo_points_V_colors, points_V_colors_vbo, is_dirty);
+
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_points_F);
+    if (is_dirty)
+      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned)*points_F_vbo.size(), points_F_vbo.data(), GL_DYNAMIC_DRAW);
+
+    dirty &= ~DIRTY_OVERLAY_POINTS;
+  }
+
+  void Viewer::OpenGL_state::draw_mesh(bool solid)
+  {
+    glPolygonMode(GL_FRONT_AND_BACK, solid ? GL_FILL : GL_LINE);
+
+    /* Avoid Z-buffer fighting between filled triangles & wireframe lines */
+    if (solid)
+    {
+      glEnable(GL_POLYGON_OFFSET_FILL);
+      glPolygonOffset(1.0, 1.0);
+    }
+    glDrawElements(GL_TRIANGLES, 3*F_vbo.cols(), GL_UNSIGNED_INT, 0);
+
+    glDisable(GL_POLYGON_OFFSET_FILL);
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+  }
+
+  void Viewer::OpenGL_state::draw_overlay_lines()
+  {
+    glDrawElements(GL_LINES, lines_F_vbo.cols(), GL_UNSIGNED_INT, 0);
+  }
+
+  void Viewer::OpenGL_state::draw_overlay_points()
+  {
+    glDrawElements(GL_POINTS, points_F_vbo.cols(), GL_UNSIGNED_INT, 0);
+  }
+
+  void Viewer::init_opengl()
+  {
+    std::string mesh_vertex_shader_string =
+    "#version 150\n"
+    "uniform mat4 model;"
+    "uniform mat4 view;"
+    "uniform mat4 proj;"
+    "in vec3 position;"
+    "in vec3 normal;"
+    "out vec3 position_eye;"
+    "out vec3 normal_eye;"
+    "in vec3 Ka;"
+    "in vec3 Kd;"
+    "in vec3 Ks;"
+    "in vec2 texcoord;"
+    "out vec2 texcoordi;"
+    "out vec3 Kai;"
+    "out vec3 Kdi;"
+    "out vec3 Ksi;"
+
+    "void main()"
+    "{"
+    "  position_eye = vec3 (view * model * vec4 (position, 1.0));"
+    "  normal_eye = vec3 (view * model * vec4 (normal, 0.0));"
+    "  normal_eye = normalize(normal_eye);"
+    "  gl_Position = proj * vec4 (position_eye, 1.0);" //proj * view * model * vec4(position, 1.0);"
+    "  Kai = Ka;"
+    "  Kdi = Kd;"
+    "  Ksi = Ks;"
+    "  texcoordi = texcoord;"
+    "}";
+
+    std::string mesh_fragment_shader_string =
+    "#version 150\n"
+    "uniform mat4 model;"
+    "uniform mat4 view;"
+    "uniform mat4 proj;"
+    "uniform vec4 fixed_color;"
+    "in vec3 position_eye;"
+    "in vec3 normal_eye;"
+    "uniform vec3 light_position_world;"
+    "vec3 Ls = vec3 (1, 1, 1);"
+    "vec3 Ld = vec3 (1, 1, 1);"
+    "vec3 La = vec3 (1, 1, 1);"
+    "in vec3 Ksi;"
+    "in vec3 Kdi;"
+    "in vec3 Kai;"
+    "in vec2 texcoordi;"
+    "uniform sampler2D tex;"
+    "uniform float specular_exponent;"
+    "uniform float lighting_factor;"
+    "uniform float texture_factor;"
+    "out vec4 outColor;"
+    "void main()"
+    "{"
+    "vec3 Ia = La * Kai;"    // ambient intensity
+
+    "vec3 light_position_eye = vec3 (view * vec4 (light_position_world, 1.0));"
+    "vec3 distance_to_light_eye = light_position_eye - position_eye;"
+    "vec3 direction_to_light_eye = normalize (distance_to_light_eye);"
+    "float dot_prod = dot (direction_to_light_eye, normal_eye);"
+    "dot_prod = max (dot_prod, 0.0);"
+    "vec3 Id = Ld * Kdi * dot_prod;"    // Diffuse intensity
+
+    "vec3 reflection_eye = reflect (-direction_to_light_eye, normal_eye);"
+    "vec3 surface_to_viewer_eye = normalize (-position_eye);"
+    "float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);"
+    "dot_prod_specular = max (dot_prod_specular, 0.0);"
+    "float specular_factor = pow (dot_prod_specular, specular_exponent);"
+    "vec3 Is = Ls * Ksi * specular_factor;"    // specular intensity
+    "vec4 color = vec4(lighting_factor * (Is + Id) + Ia, 1.0) + vec4((1.0-lighting_factor) * Kdi,1.0);"
+    "outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;"
+    "if (fixed_color != vec4(0.0)) outColor = fixed_color;"
+    "}";
+
+    std::string overlay_vertex_shader_string =
+    "#version 150\n"
+    "uniform mat4 model;"
+    "uniform mat4 view;"
+    "uniform mat4 proj;"
+    "in vec3 position;"
+    "in vec3 color;"
+    "out vec3 color_frag;"
+
+    "void main()"
+    "{"
+    "  gl_Position = proj * view * model * vec4 (position, 1.0);"
+    "  color_frag = color;"
+    "}";
+
+    std::string overlay_fragment_shader_string =
+    "#version 150\n"
+    "in vec3 color_frag;"
+    "out vec4 outColor;"
+    "void main()"
+    "{"
+    "  outColor = vec4(color_frag, 1.0);"
+    "}";
+
+    std::string overlay_point_fragment_shader_string =
+    "#version 150\n"
+    "in vec3 color_frag;"
+    "out vec4 outColor;"
+    "void main()"
+    "{"
+    "  if (length(gl_PointCoord - vec2(0.5)) > 0.5)"
+    "    discard;"
+    "  outColor = vec4(color_frag, 1.0);"
+    "}";
+
+    opengl.init();
+    opengl.shader_mesh.init(mesh_vertex_shader_string,
+        mesh_fragment_shader_string, "outColor");
+    opengl.shader_overlay_lines.init(overlay_vertex_shader_string,
+        overlay_fragment_shader_string, "outColor");
+    opengl.shader_overlay_points.init(overlay_vertex_shader_string,
+        overlay_point_fragment_shader_string, "outColor");
+  }
+
+  void Viewer::free_opengl()
+  {
+    opengl.shader_mesh.free();
+    opengl.shader_overlay_lines.free();
+    opengl.shader_overlay_points.free();
+    opengl.free();
+    __font_renderer.Shut();
+  }
+
+  void Viewer::draw()
+  {
+    using namespace std;
+    using namespace Eigen;
+    glClearColor(options.background_color[0],
+                 options.background_color[1],
+                 options.background_color[2],
+                 1.0f);
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+    glEnable(GL_DEPTH_TEST);
+
+    if (callback_pre_draw)
+      if (callback_pre_draw(*this))
+        return;
+
+    if (plugin_manager)
+      for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
+        if (plugin_manager->plugin_list[i]->pre_draw())
+          return;
+
+    /* Bind and potentially refresh mesh/line/point data */
+    if (data.dirty)
+    {
+      opengl.set_data(data, options.face_based, options.invert_normals);
+      data.dirty = DIRTY_NONE;
+    }
+    opengl.bind_mesh();
+
+    // Initialize uniform
+    glViewport(0, 0, width, height);
+
+    model = Eigen::Matrix4f::Identity();
+    view  = Eigen::Matrix4f::Identity();
+    proj  = Eigen::Matrix4f::Identity();
+
+    // Set view
+    view = lookAt(Eigen::Vector3f(options.camera_eye[0], options.camera_eye[1], options.camera_eye[2]),
+                  Eigen::Vector3f(options.camera_center[0], options.camera_center[1], options.camera_center[2]),
+                  Eigen::Vector3f(options.camera_up[0], options.camera_up[1], options.camera_up[2]));
+
+    // Set projection
+    if (options.orthographic)
+    {
+      float length = (options.camera_eye - options.camera_center).norm();
+      float h = tan(options.camera_view_angle/360.0 * M_PI) * (length);
+      proj = ortho(-h*width/height, h*width/height, -h, h, options.camera_dnear, options.camera_dfar);
+    }
+    else
+    {
+      float fH = tan(options.camera_view_angle / 360.0 * M_PI) * options.camera_dnear;
+      float fW = fH * (double)width/(double)height;
+      proj = frustum(-fW, fW, -fH, fH, options.camera_dnear, options.camera_dfar);
+    }
+    // end projection
+
+    // Set model transformation
+    float mat[16];
+    igl::quat_to_mat(options.trackball_angle.data(), mat);
+
+    for (unsigned i=0;i<4;++i)
+      for (unsigned j=0;j<4;++j)
+        model(i,j) = mat[i+4*j];
+
+    model = scale(model, Eigen::Vector3f(options.camera_zoom,options.camera_zoom,options.camera_zoom));
+    model = scale(model, Eigen::Vector3f(options.model_zoom,options.model_zoom,options.model_zoom));
+    model = translate(model, Eigen::Vector3f(options.model_translation[0],options.model_translation[1],options.model_translation[2]));
+
+    // Send transformations to the GPU
+    GLint modeli = opengl.shader_mesh.uniform("model");
+    GLint viewi  = opengl.shader_mesh.uniform("view");
+    GLint proji  = opengl.shader_mesh.uniform("proj");
+    glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
+    glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
+    glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
+
+    // Light parameters
+    GLint specular_exponenti    = opengl.shader_mesh.uniform("specular_exponent");
+    GLint light_position_worldi = opengl.shader_mesh.uniform("light_position_world");
+    GLint lighting_factori      = opengl.shader_mesh.uniform("lighting_factor");
+    GLint fixed_colori          = opengl.shader_mesh.uniform("fixed_color");
+    GLint texture_factori       = opengl.shader_mesh.uniform("texture_factor");
+
+    glUniform1f(specular_exponenti, options.shininess);
+    Vector3f rev_light = -1.*options.light_position;
+    glUniform3fv(light_position_worldi, 1, rev_light.data());
+    glUniform1f(lighting_factori, options.lighting_factor); // enables lighting
+    glUniform4f(fixed_colori, 0.0, 0.0, 0.0, 0.0);
+
+    if (data.V.rows()>0)
+    {
+      // Render fill
+      if (options.show_faces)
+      {
+        // Texture
+        glUniform1f(texture_factori, options.show_texture ? 1.0f : 0.0f);
+        opengl.draw_mesh(true);
+        glUniform1f(texture_factori, 0.0f);
+      }
+
+      // Render wireframe
+      if (options.show_lines)
+      {
+        glLineWidth(options.line_width);
+        glUniform4f(fixed_colori, options.line_color[0], options.line_color[1],
+          options.line_color[2], 1.0f);
+        opengl.draw_mesh(false);
+        glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
+      }
+
+      if (options.show_vertid)
+      {
+        __font_renderer.BeginDraw(view*model, proj, viewport, data.object_scale);
+        for (int i=0; i<data.V.rows(); ++i)
+          __font_renderer.DrawText(data.V.row(i), data.V_normals.row(i), to_string(i));
+        __font_renderer.EndDraw();
+      }
+
+      if (options.show_faceid)
+      {
+        __font_renderer.BeginDraw(view*model, proj, viewport, data.object_scale);
+
+        for (int i=0; i<data.F.rows(); ++i)
+        {
+          Eigen::RowVector3d p = Eigen::RowVector3d::Zero();
+          for (int j=0;j<data.F.cols();++j)
+            p += data.V.row(data.F(i,j));
+          p /= data.F.cols();
+
+          __font_renderer.DrawText(p, data.F_normals.row(i), to_string(i));
+        }
+        __font_renderer.EndDraw();
+      }
+    }
+
+    if (options.show_overlay)
+    {
+      if (options.show_overlay_depth)
+        glEnable(GL_DEPTH_TEST);
+      else
+        glDisable(GL_DEPTH_TEST);
+
+      if (data.lines.rows() > 0)
+      {
+        opengl.bind_overlay_lines();
+        modeli = opengl.shader_overlay_lines.uniform("model");
+        viewi  = opengl.shader_overlay_lines.uniform("view");
+        proji  = opengl.shader_overlay_lines.uniform("proj");
+
+        glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
+        glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
+        glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
+        // This must be enabled, otherwise glLineWidth has no effect
+        glEnable(GL_LINE_SMOOTH);
+        glLineWidth(options.line_width);
+
+        opengl.draw_overlay_lines();
+      }
+
+      if (data.points.rows() > 0)
+      {
+        opengl.bind_overlay_points();
+        modeli = opengl.shader_overlay_points.uniform("model");
+        viewi  = opengl.shader_overlay_points.uniform("view");
+        proji  = opengl.shader_overlay_points.uniform("proj");
+
+        glUniformMatrix4fv(modeli, 1, GL_FALSE, model.data());
+        glUniformMatrix4fv(viewi, 1, GL_FALSE, view.data());
+        glUniformMatrix4fv(proji, 1, GL_FALSE, proj.data());
+        glPointSize(options.point_size);
+
+        opengl.draw_overlay_points();
+      }
+
+      if (data.labels_positions.rows() > 0)
+      {
+        __font_renderer.BeginDraw(view*model, proj, viewport, data.object_scale);
+        for (int i=0; i<data.labels_positions.rows(); ++i)
+          __font_renderer.DrawText(data.labels_positions.row(i), Eigen::Vector3d(0.0,0.0,0.0),
+              data.labels_strings[i]);
+        __font_renderer.EndDraw();
+      }
+
+      glEnable(GL_DEPTH_TEST);
+    }
+
+    if (callback_post_draw)
+      if (callback_post_draw(*this))
+        return;
+
+    if (plugin_manager)
+      for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
+        if (plugin_manager->plugin_list[i]->post_draw())
+          break;
+
+    TwDraw();
+  }
+
+  bool Viewer::save_scene()
+  {
+    #ifdef ENABLE_XML_SERIALIZATION
+    string fname = igl::file_dialog_save();
+    if (fname.length() == 0)
+      return false;
+
+    ::igl::XMLSerializer serializer("Viewer");
+    serializer.Add(data,"Data");
+    serializer.Add(options,"Options");
+
+    if (plugin_manager)
+      for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
+        serializer.Add(*(plugin_manager->plugin_list[i]),plugin_manager->plugin_list[i]->plugin_name);
+
+    serializer.Save(fname.c_str(),true);
+
+    #endif
+    return true;
+  }
+
+  bool Viewer::load_scene()
+  {
+    #ifdef ENABLE_XML_SERIALIZATION
+    string fname = igl::file_dialog_open();
+    if (fname.length() == 0)
+      return false;
+
+    ::igl::XMLSerializer serializer("Viewer");
+    serializer.Add(data,"Data");
+    serializer.Add(options,"Options");
+
+    if (plugin_manager)
+      for (unsigned int i = 0; i <plugin_manager->plugin_list.size(); ++i)
+        serializer.Add(*(plugin_manager->plugin_list[i]),plugin_manager->plugin_list[i]->plugin_name);
+
+    serializer.Load(fname.c_str());
+
+    #endif
+    return true;
+  }
+
+  void Viewer::align_camera_center()
+  {
+    get_scale_and_shift_to_fit_mesh(data.V,data.F,options.model_zoom,options.model_translation);
+    data.object_scale = (data.V.colwise().maxCoeff() - data.V.colwise().minCoeff()).norm();
+  }
+
+  void Viewer::resize(int w, int h)
+  {
+    width = w;
+    height = h;
+    viewport = Eigen::Vector4f(0,0,width,height);
+  }
+
+  void Viewer::get_scale_and_shift_to_fit_mesh(
+    const Eigen::MatrixXd& V,
+    const Eigen::MatrixXi& F,
+    float& zoom,
+    Eigen::Vector3f& shift)
+  {
+    if (V.rows() == 0)
+      return;
+    //Compute mesh centroid
+    Eigen::SparseMatrix<double> M;
+    igl::massmatrix(V,F,igl::MASSMATRIX_TYPE_VORONOI,M);
+    const auto & MV = M*V;
+    Eigen::RowVector3d centroid  = MV.colwise().sum()/M.diagonal().sum();
+    Eigen::RowVector3d min_point = V.colwise().minCoeff();
+    Eigen::RowVector3d max_point = V.colwise().maxCoeff();
+
+    shift = -centroid.cast<float>();
+    double x_scale = fabs(max_point[0] - min_point[0]);
+    double y_scale = fabs(max_point[1] - min_point[1]);
+    double z_scale = fabs(max_point[2] - min_point[2]);
+    zoom = 2.0/ std::max(z_scale,std::max(x_scale,y_scale));
+  }
+
+  void TW_CALL Viewer::snap_to_canonical_quaternion_cb(void *clientData)
+  {
+    Eigen::Vector4f snapq = static_cast<Viewer *>(clientData)->options.trackball_angle;
+    igl::snap_to_canonical_view_quat<float>(snapq.data(),1,static_cast<Viewer *>(clientData)->options.trackball_angle.data());
+  }
+  void TW_CALL Viewer::align_camera_center_cb(void *clientData)
+  {
+    static_cast<Viewer *>(clientData)->align_camera_center();
+  }
+
+  void TW_CALL Viewer::save_scene_cb(void *clientData)
+  {
+    static_cast<Viewer *>(clientData)->save_scene();
+  }
+
+  void TW_CALL Viewer::load_scene_cb(void *clientData)
+  {
+    static_cast<Viewer *>(clientData)->load_scene();
+  }
+
+  void TW_CALL Viewer::set_invert_normals_cb(const void *param, void *clientData)
+  {
+    Viewer *viewer = static_cast<Viewer *>(clientData);
+    viewer->data.dirty |= Viewer::DIRTY_NORMAL;
+    viewer->options.invert_normals = *((bool *) param);
+  }
+
+  void TW_CALL Viewer::get_invert_normals_cb(void *param, void *clientData)
+  {
+    *((bool *) param) = static_cast<Viewer *>(clientData)->options.invert_normals;
+  }
+
+  void TW_CALL Viewer::set_face_based_cb(const void *param, void *clientData)
+  {
+    Viewer *viewer = static_cast<Viewer *>(clientData);
+    viewer->set_face_based(*((bool *) param));
+  }
+
+  void TW_CALL Viewer::get_face_based_cb(void *param, void *clientData)
+  {
+    *((bool *) param) = static_cast<Viewer *>(clientData)->options.face_based;
+  }
+
+  void TW_CALL Viewer::open_dialog_mesh(void *clientData)
+  {
+    std::string fname = igl::file_dialog_open();
+
+    if (fname.length() == 0)
+      return;
+
+    static_cast<Viewer *>(clientData)->load_mesh_from_file(fname.c_str());
+  }
+
+  // Serialization
+  void Viewer::Options::InitSerialization()
+  {
+    #ifdef ENABLE_XML_SERIALIZATION
+    xmlSerializer->Add(shininess, "shininess");
+    xmlSerializer->Add(background_color, "background_color");
+    xmlSerializer->Add(line_color, "line_color");
+    xmlSerializer->Add(light_position, "light_position");
+    xmlSerializer->Add(lighting_factor, "lighting_factor");
+    xmlSerializer->Add(trackball_angle, "trackball_angle");
+    xmlSerializer->Add(model_zoom, "model_zoom");
+    xmlSerializer->Add(model_translation, "model_translation");
+    xmlSerializer->Add(model_zoom_uv, "model_zoom_uv");
+    xmlSerializer->Add(model_translation_uv, "model_translation_uv");
+    xmlSerializer->Add(camera_zoom, "camera_zoom");
+    xmlSerializer->Add(orthographic, "orthographic");
+    xmlSerializer->Add(camera_eye, "camera_eye");
+    xmlSerializer->Add(camera_up, "camera_up");
+    xmlSerializer->Add(camera_center, "camera_center");
+    xmlSerializer->Add(camera_view_angle, "camera_view_angle");
+    xmlSerializer->Add(camera_dnear, "camera_dnear");
+    xmlSerializer->Add(camera_dfar, "camera_dfar");
+    xmlSerializer->Add(show_overlay, "show_overlay");
+    xmlSerializer->Add(show_overlay_depth, "show_overlay_depth");
+    xmlSerializer->Add(show_texture, "show_texture");
+    xmlSerializer->Add(show_faces, "show_faces");
+    xmlSerializer->Add(show_lines, "show_lines");
+    xmlSerializer->Add(show_vertid, "show_vertid");
+    xmlSerializer->Add(show_faceid, "show_faceid");
+    xmlSerializer->Add(point_size, "point_size");
+    xmlSerializer->Add(line_width, "line_width");
+    xmlSerializer->Add(invert_normals, "invert_normals");
+    xmlSerializer->Add(face_based, "face_based");
+    #endif
+  }
+
+  void Viewer::Data::InitSerialization()
+  {
+    #ifdef ENABLE_XML_SERIALIZATION
+    xmlSerializer->Add(V,"V");
+    xmlSerializer->Add(F,"F");
+    xmlSerializer->Add(F_normals,"F_normals");
+
+    xmlSerializer->Add(F_material_ambient,"F_material_ambient");
+    xmlSerializer->Add(F_material_diffuse,"F_material_diffuse");
+    xmlSerializer->Add(F_material_specular,"F_material_specular");
+
+    xmlSerializer->Add(V_normals,"V_normals");
+    xmlSerializer->Add(V_material_ambient,"V_material_ambient");
+    xmlSerializer->Add(V_material_diffuse,"V_material_diffuse");
+    xmlSerializer->Add(V_material_specular,"V_material_specular");
+
+    xmlSerializer->Add(V_uv,"V_uv");
+    xmlSerializer->Add(F_uv,"F_uv");
+    xmlSerializer->Add(texture_R,"texture_R");
+    xmlSerializer->Add(texture_G,"texture_G");
+    xmlSerializer->Add(texture_B,"texture_B");
+    xmlSerializer->Add(lines,"lines");
+    xmlSerializer->Add(points,"points");
+
+    xmlSerializer->Add(labels_positions,"labels_positions");
+    xmlSerializer->Add(labels_strings,"labels_strings");
+    #endif
+  }
+
+  void Viewer::set_face_based(bool newvalue)
+  {
+    if (options.face_based != newvalue)
+    {
+      options.face_based = newvalue;
+      data.dirty = DIRTY_ALL;
+    }
+  }
+
+  // Helpers that draws the most common meshes
+  void Viewer::set_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F)
+  {
+    using namespace std;
+
+    Eigen::MatrixXd V_temp;
+
+    // If V only has two columns, pad with a column of zeros
+    if (V.cols() == 2)
+    {
+      V_temp = Eigen::MatrixXd::Zero(V.rows(),3);
+      V_temp.block(0,0,V.rows(),2) = V;
+    }
+    else
+      V_temp = V;
+
+    if (data.V.rows() == 0 && data.F.rows() == 0)
+    {
+      clear_mesh();
+      data.V = V_temp;
+      data.F = F;
+
+      compute_normals();
+      uniform_colors(Eigen::Vector3d(51.0/255.0,43.0/255.0,33.3/255.0),
+                     Eigen::Vector3d(255.0/255.0,228.0/255.0,58.0/255.0),
+                     Eigen::Vector3d(255.0/255.0,235.0/255.0,80.0/255.0));
+
+      grid_texture();
+      align_camera_center();
+    }
+    else
+    {
+      if (data.V.rows() == V.rows() && data.F.rows() == F.rows())
+      {
+        data.V = V_temp;
+        data.F = F;
+        align_camera_center();
+      }
+      else
+        cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting.";
+    }
+    data.dirty |= DIRTY_FACE | DIRTY_POSITION;
+  }
+
+  void Viewer::set_vertices(const Eigen::MatrixXd& V)
+  {
+    data.V = V;
+    assert(data.F.size() == 0 || data.F.maxCoeff() < data.V.rows());
+    data.dirty |= DIRTY_POSITION;
+  }
+
+  void Viewer::set_normals(const Eigen::MatrixXd& N)
+  {
+    using namespace std;
+    if (N.rows() == data.V.rows())
+    {
+      set_face_based(false);
+      data.V_normals = N;
+    }
+    else if (N.rows() == data.F.rows() || N.rows() == data.F.rows()*3)
+    {
+      set_face_based(true);
+      data.F_normals = N;
+    }
+    else
+      cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex.";
+    data.dirty |= DIRTY_NORMAL;
+  }
+
+  void Viewer::set_colors(const Eigen::MatrixXd &C)
+  {
+    using namespace std;
+    using namespace Eigen;
+    // Ambient color should be darker color
+    const auto ambient = [](const MatrixXd & C)->MatrixXd
+    {
+      return 0.1*C;
+    };
+    // Specular color should be a less saturated and darker color: dampened
+    // highlights
+    const auto specular = [](const MatrixXd & C)->MatrixXd
+    {
+      const double grey = 0.3;
+      return grey+0.1*(C.array()-grey);
+    };
+    if (C.rows() == 1)
+    {
+      for (unsigned i=0;i<data.V_material_diffuse.rows();++i)
+      {
+        data.V_material_diffuse.row(i) = C.row(0);
+      }
+      data.V_material_ambient = ambient(data.V_material_diffuse);
+      data.V_material_specular = specular(data.V_material_diffuse);
+
+      for (unsigned i=0;i<data.F_material_diffuse.rows();++i)
+      {
+        data.F_material_diffuse.row(i) = C.row(0);
+      }
+      data.F_material_ambient = ambient(data.F_material_diffuse);
+      data.F_material_specular = specular(data.F_material_diffuse);
+    }
+    else if (C.rows() == data.V.rows())
+    {
+      set_face_based(false);
+      data.V_material_diffuse = C;
+      data.V_material_ambient = ambient(data.V_material_diffuse);
+      data.V_material_specular = specular(data.V_material_diffuse);
+    }
+    else if (C.rows() == data.F.rows())
+    {
+      set_face_based(true);
+      data.F_material_diffuse = C;
+      data.F_material_ambient = ambient(data.F_material_diffuse);
+      data.F_material_specular = specular(data.F_material_diffuse);
+    }
+    else
+      cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex.";
+    data.dirty |= DIRTY_DIFFUSE;
+
+  }
+
+  void Viewer::set_uv(const Eigen::MatrixXd& UV)
+  {
+    using namespace std;
+    if (UV.rows() == data.V.rows())
+    {
+      set_face_based(false);
+      data.V_uv = UV;
+    }
+    else
+      cerr << "ERROR (set_UV): Please provide uv per vertex.";
+    data.dirty |= DIRTY_UV;
+  }
+
+  void Viewer::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
+  {
+    set_face_based(true);
+    data.V_uv = UV_V;
+    data.F_uv = UV_F;
+    data.dirty |= DIRTY_UV;
+  }
+
+
+  void Viewer::set_texture(
+    const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& R,
+    const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& G,
+    const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& B)
+  {
+    data.texture_R = R;
+    data.texture_G = G;
+    data.texture_B = B;
+    data.dirty |= DIRTY_TEXTURE;
+  }
+
+  void Viewer::add_points(const Eigen::MatrixXd& P,  const Eigen::MatrixXd& C)
+  {
+    Eigen::MatrixXd P_temp;
+
+    // If P only has two columns, pad with a column of zeros
+    if (P.cols() == 2)
+    {
+      P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
+      P_temp.block(0,0,P.rows(),2) = P;
+    }
+    else
+      P_temp = P;
+
+    int lastid = data.points.rows();
+    data.points.conservativeResize(data.points.rows() + P_temp.rows(),6);
+    for (unsigned i=0; i<P_temp.rows(); ++i)
+      data.points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
+
+    data.dirty |= DIRTY_OVERLAY_POINTS;
+  }
+
+  void Viewer::set_edges(
+    const Eigen::MatrixXd& P,
+    const Eigen::MatrixXi& E,
+    const Eigen::MatrixXd& C)
+  {
+    using namespace Eigen;
+    data.lines.resize(E.rows(),9);
+    assert(C.cols() == 3);
+    for(int e = 0;e<E.rows();e++)
+    {
+      RowVector3d color;
+      if(C.size() == 3)
+      {
+        color<<C;
+      }else if(C.rows() == E.rows())
+      {
+        color<<C.row(e);
+      }
+      data.lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
+    }
+    data.dirty |= DIRTY_OVERLAY_LINES;
+  }
+
+  void Viewer::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
+  {
+    Eigen::MatrixXd P1_temp,P2_temp;
+
+    // If P1 only has two columns, pad with a column of zeros
+    if (P1.cols() == 2)
+    {
+      P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
+      P1_temp.block(0,0,P1.rows(),2) = P1;
+      P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
+      P2_temp.block(0,0,P2.rows(),2) = P2;
+    }
+    else
+    {
+      P1_temp = P1;
+      P2_temp = P2;
+    }
+
+    int lastid = data.lines.rows();
+    data.lines.conservativeResize(data.lines.rows() + P1_temp.rows(),9);
+    for (unsigned i=0; i<P1_temp.rows(); ++i)
+      data.lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
+
+    data.dirty |= DIRTY_OVERLAY_LINES;
+  }
+
+  void Viewer::add_label(const Eigen::VectorXd& P,  const std::string& str)
+  {
+    Eigen::RowVectorXd P_temp;
+
+    // If P only has two columns, pad with a column of zeros
+    if (P.size() == 2)
+    {
+      P_temp = Eigen::RowVectorXd::Zero(3);
+      P_temp << P, 0;
+    }
+    else
+      P_temp = P;
+
+    int lastid = data.labels_positions.rows();
+    data.labels_positions.conservativeResize(lastid+1, 3);
+    data.labels_positions.row(lastid) = P_temp;
+    data.labels_strings.push_back(str);
+  }
+
+  int Viewer::launch(std::string filename)
+  {
+    GLFWwindow* window;
+
+    glfwSetErrorCallback(glfw_error_callback);
+    if (!glfwInit())
+      return EXIT_FAILURE;
+
+    glfwWindowHint(GLFW_SAMPLES, 16);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
+    #ifdef __APPLE__
+    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
+    #endif
+    window = glfwCreateWindow(1280, 800, "IGL Viewer", NULL, NULL);
+    if (!window)
+    {
+      glfwTerminate();
+      return EXIT_FAILURE;
+    }
+
+	glfwMakeContextCurrent(window);
+
+#ifndef __APPLE__
+	glewExperimental = true;
+	GLenum err = glewInit();
+	if (GLEW_OK != err)
+	{
+		/* Problem: glewInit failed, something is seriously wrong. */
+		fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
+	}
+	fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
+#endif
+
+    #ifdef DEBUG
+      int major, minor, rev;
+      major = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MAJOR);
+      minor = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MINOR);
+      rev = glfwGetWindowAttrib(window, GLFW_CONTEXT_REVISION);
+      printf("OpenGL version recieved: %d.%d.%d\n", major, minor, rev);
+      printf("Supported OpenGL is %s\n", (const char*)glGetString(GL_VERSION));
+      printf("Supported GLSL is %s\n", (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION));
+    #endif
+
+    glfwSetInputMode(window,GLFW_CURSOR,GLFW_CURSOR_NORMAL);
+
+    // Initialize AntTweakBar
+    TwInit(TW_OPENGL_CORE, NULL);
+
+    // Initialize IGL viewer
+    init(&igl_viewer_plugin_manager);
+    __viewer = this;
+
+    // Register callbacks
+    glfwSetKeyCallback(window, glfw_key_callback); glfwSetCursorPosCallback(window,glfw_mouse_move); glfwSetWindowSizeCallback(window,glfw_window_size); glfwSetMouseButtonCallback(window,glfw_mouse_press); glfwSetScrollCallback(window,glfw_mouse_scroll); glfwSetCharCallback(window, glfw_char_callback);
+
+    // Handle retina displays (windows and mac)
+    int width, height;
+    glfwGetFramebufferSize(window, &width, &height);
+
+    int width_window, height_window;
+    glfwGetWindowSize(window, &width_window, &height_window);
+
+    highdpi = width/width_window;
+
+    glfw_window_size(window,width_window,height_window);
+
+    init_opengl();
+
+    // Load the mesh passed as input
+    if (filename.size() > 0)
+      load_mesh_from_file(filename.c_str());
+
+    // Rendering loop
+    while (!glfwWindowShouldClose(window))
+    {
+      double tic = get_seconds();
+      draw();
+
+      glfwSwapBuffers(window);
+      if(options.is_animating)
+      {
+        glfwPollEvents();
+        // In microseconds
+        double duration = 1000000.*(get_seconds()-tic);
+        const double min_duration = 1000000./options.animation_max_fps;
+        if(duration<min_duration)
+        {
+          // TODO: windows equivalent
+          usleep(min_duration-duration);
+        }
+      }else
+      {
+        glfwWaitEvents();
+      }
+    }
+
+    free_opengl();
+    shutdown_plugins();
+
+    glfwDestroyWindow(window);
+    glfwTerminate();
+    return EXIT_SUCCESS;
+  }
+} // end namespace

+ 0 - 1
include/igl/viewer/Viewer.cpp.REMOVED.git-id

@@ -1 +0,0 @@
-b02c6fbf6cb464fdaf3bfb95194978587d5cbd50