.. | .. |
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6 | 6 | static final public int SHADOW = 2; |
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7 | 7 | static final public int OCCLUSION = 3; |
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8 | 8 | |
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| 9 | + boolean IsDebugSelection(); |
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| 10 | + |
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9 | 11 | boolean IsBoxMode(); |
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10 | 12 | |
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11 | 13 | void ClearDepth(); |
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.. | .. |
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33 | 35 | void PushTextureMatrix(double[][] matrix, int count); |
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34 | 36 | void PopTextureMatrix(double[][] matrix); |
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35 | 37 | |
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| 38 | + Camera[] Cameras(); |
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| 39 | + |
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36 | 40 | Camera EyeCamera(); |
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37 | | - |
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38 | 41 | Camera LightCamera(); |
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39 | | - |
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| 42 | + Camera ManipCamera(); |
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40 | 43 | Camera RenderCamera(); |
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41 | 44 | |
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| 45 | + cVector TargetLookAt(); |
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| 46 | + |
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42 | 47 | // Should be cMaterial |
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43 | 48 | void PushMaterial(Object3D obj, boolean selected); |
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44 | 49 | void PushMaterial2(Object3D obj, boolean selected); |
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.. | .. |
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54 | 59 | void DrawFace(Object3D obj, Vertex pv, Vertex qv, Vertex rv, Face face); |
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55 | 60 | |
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56 | 61 | void DrawParticles(TriMesh geo, Object3D shape, boolean selected, boolean rotate); |
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| 62 | + |
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| 63 | + void PrepOcclusion(BoundaryRep br, double[][] transform); |
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57 | 64 | } |
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