Oops, was calling glBegin() once for each triangle when showing
mesh! [git-p4: depot-paths = "//depot/solvespace/": change = 1807]solver
parent
bc5b43de85
commit
2ff309590e
10
glhelper.cpp
10
glhelper.cpp
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@ -312,20 +312,20 @@ void glxDebugMesh(SMesh *m)
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glPointSize(7);
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glPointSize(7);
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glxDepthRangeOffset(1);
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glxDepthRangeOffset(1);
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glxUnlockColor();
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glxUnlockColor();
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glxColor4d(0, 1, 0, 1.0);
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glBegin(GL_TRIANGLES);
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for(i = 0; i < m->l.n; i++) {
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for(i = 0; i < m->l.n; i++) {
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STriangle *t = &(m->l.elem[i]);
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STriangle *t = &(m->l.elem[i]);
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if(t->tag) continue;
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if(t->tag) continue;
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glxColor4d(0, 1, 0, 1.0);
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glBegin(GL_TRIANGLES);
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glxVertex3v(t->a);
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glxVertex3v(t->a);
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glxVertex3v(t->b);
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glxVertex3v(t->b);
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glxVertex3v(t->c);
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glxVertex3v(t->c);
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glEnd();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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}
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glEnd();
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glxDepthRangeOffset(0);
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glxDepthRangeOffset(0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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}
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void glxMarkPolygonNormal(SPolygon *p)
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void glxMarkPolygonNormal(SPolygon *p)
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