.. | .. |
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464 | 464 | if (!selectmode) // display.drawMode != display.SELECTION) // && display.drawMode != display.SHADOW) // (attributes & FILL) != 0) |
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465 | 465 | { |
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466 | 466 | //gl.glBegin(gl.GL_TRIANGLES); |
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467 | | - boolean hasnorm = pv.norm != null && (pv.norm.x != 0 || pv.norm.y != 0 || pv.norm.z != 0); |
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| 467 | + boolean hasnorm = pv.norm != null && (pv.norm.x != 0 || pv.norm.y != 0 || pv.norm.z != 0) |
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| 468 | + // TEST LIVE NORMALS && !obj.dontselect |
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| 469 | + ; |
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468 | 470 | if (!hasnorm) |
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469 | 471 | { |
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470 | | - // System.out.println("FUCK!!"); |
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| 472 | + // System.out.println("Mesh normal"); |
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471 | 473 | LA.vecSub(pv/*.pos*/, qv/*.pos*/, obj.v0); |
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472 | 474 | LA.vecSub(pv/*.pos*/, rv/*.pos*/, obj.v1); |
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473 | 475 | LA.vecCross(obj.v0, obj.v1, obj.v2); |
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.. | .. |
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1192 | 1194 | gl.glColor4f(c[count3/3], c[count3/3 /* + 1*/], c[count3/3 /* + 2*/], 1); |
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1193 | 1195 | } |
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1194 | 1196 | } |
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| 1197 | + |
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1195 | 1198 | if (flipV) |
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1196 | 1199 | gl.glTexCoord2f(uv[count2], 1-uv[count2 + 1]); |
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1197 | 1200 | else |
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1198 | 1201 | gl.glTexCoord2f(uv[count2], uv[count2 + 1]); |
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| 1202 | + |
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1199 | 1203 | //System.out.println("vertex1 = " + v[count3] + ", " + v[count3+1] + ", " + v[count3+2]); |
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1200 | 1204 | gl.glVertex3f(v[count3], v[count3 + 1], v[count3 + 2]); |
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1201 | 1205 | |
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.. | .. |
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1215 | 1219 | gl.glColor4f(c[count3/3], c[count3/3 /* + 1*/], c[count3/3 /* + 2*/], 1); |
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1216 | 1220 | } |
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1217 | 1221 | } |
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| 1222 | + |
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1218 | 1223 | if (flipV) |
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1219 | 1224 | gl.glTexCoord2f(uv[count2], 1-uv[count2 + 1]); |
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1220 | 1225 | else |
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1221 | 1226 | gl.glTexCoord2f(uv[count2], uv[count2 + 1]); |
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| 1227 | + |
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1222 | 1228 | //System.out.println("vertex2 = " + v[count3] + ", " + v[count3+1] + ", " + v[count3+2]); |
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1223 | 1229 | gl.glVertex3f(v[count3], v[count3 + 1], v[count3 + 2]); |
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1224 | 1230 | |
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.. | .. |
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1246 | 1252 | gl.glTexCoord2f(uv[count2], 1-uv[count2 + 1]); |
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1247 | 1253 | else |
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1248 | 1254 | gl.glTexCoord2f(uv[count2], uv[count2 + 1]); |
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| 1255 | + |
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1249 | 1256 | //System.out.println("coord3 = " + uv[count2] + ", " + uv[count2+1]); |
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1250 | 1257 | gl.glVertex3f(v[count3], v[count3 + 1], v[count3 + 2]); |
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| 1258 | + |
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1251 | 1259 | count2 += 2; |
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1252 | 1260 | count3 += 3; |
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1253 | 1261 | } |
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