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strange crashes avoided ???
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@ -48,8 +48,6 @@ namespace netgen
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void VisualSceneGeometry :: DrawScene ()
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{
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int i;
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if (changeval != geometry->GetChangeVal())
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BuildScene();
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changeval = geometry->GetChangeVal();
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@ -80,13 +78,12 @@ namespace netgen
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double shine = vispar.shininess;
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double transp = vispar.transp;
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glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shine);
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glLogicOp (GL_COPY);
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glEnable (GL_NORMALIZE);
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for (i = 0; i < geometry->GetNTopLevelObjects(); i++)
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for (int i = 0; i < geometry->GetNTopLevelObjects(); i++)
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{
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const TopLevelObject * tlo = geometry -> GetTopLevelObject (i);
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if (tlo->GetVisible() && !tlo->GetTransparent())
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@ -103,7 +100,7 @@ namespace netgen
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glEnable (GL_POLYGON_OFFSET_FILL);
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glLogicOp (GL_NOOP);
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for (i = 0; i < geometry->GetNTopLevelObjects(); i++)
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for (int i = 0; i < geometry->GetNTopLevelObjects(); i++)
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{
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const TopLevelObject * tlo = geometry -> GetTopLevelObject (i);
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if (tlo->GetVisible() && tlo->GetTransparent())
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@ -118,84 +115,11 @@ namespace netgen
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glDisable (GL_POLYGON_OFFSET_FILL);
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/*
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cout << "draw " << project1.Size() << " lines " << endl;
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glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glLineWidth (1.0f);
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glEnable (GL_COLOR_MATERIAL);
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glColor3f (1.0f, 0.0f, 0.0f);
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glBegin (GL_LINES);
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for (int i = 0; i < project1.Size(); i++)
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{
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glVertex3dv (project1[i]);
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glVertex3dv (project2[i]);
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}
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glEnd();
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*/
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glPopMatrix();
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glDisable(GL_CLIP_PLANE0);
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/*
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glFlush();
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int err;
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do
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{
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err = glGetError();
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// cout << "glerr,1 = " << err << endl;
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}
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while (err != GL_NO_ERROR);
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// CreateTexture (0, 1, GL_DECAL);
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CreateTexture (0, 1, GL_MODULATE);
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glEnable (GL_TEXTURE_1D);
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float mat_col[] = { 1.0, 1.0, 1.0 };
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col);
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glDisable (GL_BLEND);
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glDisable (GL_COLOR_MATERIAL);
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glEnable (GL_NORMALIZE);
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if (geometry->GetNTopLevelObjects())
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{
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cout << "call list" << endl;
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glCallList (trilists[0]);
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}
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glColor3d (1.0, 1.0, 1.0);
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glBegin (GL_TRIANGLES);
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glNormal3f (0, 0, 1);
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SetOpenGlColor (-1.0, 0, 1, 0);
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glVertex3f (0.0, 0.0, 0.0);
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SetOpenGlColor (0.5, 0, 1, 0);
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glNormal3f (0, 0, 1);
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glVertex3f (1.0, 0.0, 0.0);
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SetOpenGlColor (2.0, 0, 1, 0);
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glNormal3f (0, 0, 1);
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glVertex3f (0.0, 1.0, 0.0);
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glEnd ();
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cout << "trig drawn" << endl;
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glDisable (GL_TEXTURE_1D);
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glDisable (GL_COLOR_MATERIAL);
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glFlush();
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cout << "glerr,2 = " << glGetError() << endl;
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*/
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DrawCoordinateCross ();
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DrawNetgenLogo ();
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@ -244,7 +168,7 @@ namespace netgen
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for (int i = 0; i < geometry->GetNTopLevelObjects(); i++)
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{
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trilists.Append (glGenLists (1));
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glNewList (trilists.Last(), GL_COMPILE);
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glNewList (trilists.Last(), GL_COMPILE);
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glEnable (GL_NORMALIZE);
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const TriangleApproximation & ta =
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@ -257,15 +181,19 @@ namespace netgen
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for (int k = 0; k < 3; k++)
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{
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int pi = ta.GetTriangle(j)[k];
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glNormal3dv (ta.GetNormal (pi));
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glNormal3dv (ta.GetNormal(pi));
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glVertex3dv (ta.GetPoint(pi));
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}
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if (j % 1000 == 9999) // got crashes on NVIDA
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{
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glEnd ();
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glBegin (GL_TRIANGLES);
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}
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}
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glEnd ();
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}
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glEndList ();
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}
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}
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