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@@ -177,6 +177,7 @@ IGL_INLINE void igl::opengl::ViewerCore::draw(
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GLint texture_factori = glGetUniformLocation(data.meshgl.shader_mesh,"texture_factor");
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GLint matcap_factori = glGetUniformLocation(data.meshgl.shader_mesh,"matcap_factor");
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GLint double_sidedi = glGetUniformLocation(data.meshgl.shader_mesh,"double_sided");
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+ GLint pseudocolor_with_normalsi = glGetUniformLocation(data.meshgl.shader_mesh,"pseudocolor_with_normals");
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const bool eff_is_directional_light = is_directional_light || is_shadow_mapping;
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glUniform1f(specular_exponenti, data.shininess);
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@@ -214,6 +215,7 @@ IGL_INLINE void igl::opengl::ViewerCore::draw(
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glUniform1f(texture_factori, is_set(data.show_texture) ? 1.0f : 0.0f);
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glUniform1f(matcap_factori, is_set(data.use_matcap) ? 1.0f : 0.0f);
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glUniform1f(double_sidedi, data.double_sided ? 1.0f : 0.0f);
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+ glUniform1i(pseudocolor_with_normalsi, data.pseudocolor_with_normals);
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data.meshgl.draw_mesh(true);
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glUniform1f(matcap_factori, 0.0f);
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glUniform1f(texture_factori, 0.0f);
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@@ -228,6 +230,7 @@ IGL_INLINE void igl::opengl::ViewerCore::draw(
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data.line_color[1],
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data.line_color[2],
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data.line_color[3]);
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+ glUniform1i(pseudocolor_with_normalsi, false);
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data.meshgl.draw_mesh(false);
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glUniform4f(fixed_colori, 0.0f, 0.0f, 0.0f, 0.0f);
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}
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