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@@ -182,6 +182,7 @@ void OpenGLRenderer::Resize(int xRes, int yRes) {
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glLineWidth(1.0f);
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glLineWidth(1.0f);
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+ glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
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// glEnable(GL_LINE_SMOOTH);
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// glEnable(GL_LINE_SMOOTH);
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GLint numBuffers;
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GLint numBuffers;
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@@ -210,6 +211,14 @@ void OpenGLRenderer::enableAlphaTest(bool val) {
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}
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}
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}
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}
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+void OpenGLRenderer::setPointSmooth(bool val) {
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+ if(val)
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+ glEnable( GL_POINT_SMOOTH );
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+ else
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+ glDisable( GL_POINT_SMOOTH );
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+
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+}
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+
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void OpenGLRenderer::setLineSmooth(bool val) {
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void OpenGLRenderer::setLineSmooth(bool val) {
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if(val)
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if(val)
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_LINE_SMOOTH);
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@@ -303,7 +312,7 @@ Vector3 OpenGLRenderer::projectRayFrom2DCoordinate(Number x, Number y, Matrix4 c
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GLdouble _sceneProjectionMatrix[16];
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GLdouble _sceneProjectionMatrix[16];
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for(int i=0; i < 16; i++) {
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for(int i=0; i < 16; i++) {
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_sceneProjectionMatrix[i] = projectionMatrix.ml[i];
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_sceneProjectionMatrix[i] = projectionMatrix.ml[i];
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- }
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+ }
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gluUnProject(x, yRes - y, 0.0, mv, _sceneProjectionMatrix, vp, &nearPlane[0], &nearPlane[1], &nearPlane[2]);
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gluUnProject(x, yRes - y, 0.0, mv, _sceneProjectionMatrix, vp, &nearPlane[0], &nearPlane[1], &nearPlane[2]);
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gluUnProject(x, yRes - y, 1.0, mv, _sceneProjectionMatrix, vp, &farPlane[0], &farPlane[1], &farPlane[2]);
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gluUnProject(x, yRes - y, 1.0, mv, _sceneProjectionMatrix, vp, &farPlane[0], &farPlane[1], &farPlane[2]);
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@@ -348,6 +357,10 @@ void OpenGLRenderer::setLineSize(Number lineSize) {
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glLineWidth(lineSize);
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glLineWidth(lineSize);
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}
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}
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+void OpenGLRenderer::setPointSize(Number pointSize) {
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+ glPointSize(pointSize);
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+}
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+
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void OpenGLRenderer::createVertexBufferForMesh(Mesh *mesh) {
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void OpenGLRenderer::createVertexBufferForMesh(Mesh *mesh) {
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OpenGLVertexBuffer *buffer = new OpenGLVertexBuffer(mesh);
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OpenGLVertexBuffer *buffer = new OpenGLVertexBuffer(mesh);
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mesh->setVertexBuffer(buffer);
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mesh->setVertexBuffer(buffer);
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@@ -846,7 +859,7 @@ void OpenGLRenderer::pushRenderDataArray(RenderDataArray *array) {
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switch(array->arrayType) {
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switch(array->arrayType) {
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case RenderDataArray::VERTEX_DATA_ARRAY:
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case RenderDataArray::VERTEX_DATA_ARRAY:
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- glEnableClientState(GL_VERTEX_ARRAY);
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+ glEnableClientState(GL_VERTEX_ARRAY);
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glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0);
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glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0);
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glVertexPointer(array->size, GL_FLOAT, 0, array->arrayPtr);
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glVertexPointer(array->size, GL_FLOAT, 0, array->arrayPtr);
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verticesToDraw = array->count;
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verticesToDraw = array->count;
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