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csg - visualization with vertex arrays
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@ -169,28 +169,36 @@ namespace netgen
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{
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{
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trilists.Append (glGenLists (1));
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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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glEnable (GL_NORMALIZE);
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const TriangleApproximation & ta =
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const TriangleApproximation & ta =
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*geometry->GetTriApprox(i);
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*geometry->GetTriApprox(i);
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if (&ta)
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if (&ta)
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{
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{
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glBegin (GL_TRIANGLES);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_DOUBLE, 0, &ta.GetPoint(0)(0));
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_DOUBLE, 0, &ta.GetNormal(0)(0));
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for (int j = 0; j < ta.GetNT(); j++)
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, & (ta.GetTriangle(j)[0]));
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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/*
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for (int j = 0; j < ta.GetNT(); j++)
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for (int j = 0; j < ta.GetNT(); j++)
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{
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{
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glBegin (GL_TRIANGLES);
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for (int k = 0; k < 3; k++)
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for (int k = 0; k < 3; k++)
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{
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{
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int pi = ta.GetTriangle(j)[k];
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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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glVertex3dv (ta.GetPoint(pi));
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}
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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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glEnd ();
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glBegin (GL_TRIANGLES);
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}
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}
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}
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*/
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glEnd ();
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}
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}
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glEndList ();
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glEndList ();
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}
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}
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