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#include <cstdlib> |
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#include <vector> |
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using namespace std; |
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#define GL_GLEXT_PROTOTYPES |
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#include <GL/gl.h> |
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#include <GL/glext.h> |
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#include "oct.h" |
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#include "view.h" |
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#include "entity.h" |
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vector<GLuint> occ_query_objects; |
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|
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static GLuint begin_occ_query () |
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{ |
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GLuint id; |
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|
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if (occ_query_objects.size ()) |
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{ |
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id = *(occ_query_objects.end () - 1); |
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occ_query_objects.pop_back (); |
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} |
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else |
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glGenQueriesARB (1, &id); |
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|
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glBeginQueryARB (GL_SAMPLES_PASSED, id); |
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return id; |
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} |
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#define end_occ_query() glEndQueryARB (GL_SAMPLES_PASSED) |
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GLuint occ_query_result (GLuint id) |
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{ |
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GLuint count; |
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glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); |
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occ_query_objects.push_back (id); |
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return count; |
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} |
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octant world(0, sector (SOFFS_MIN, SOFFS_MIN, SOFFS_MIN), MAXEXTENT); |
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octant::octant (octant *parent, const sector &orig, uoffs extent) |
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: parent(parent), orig(orig), extent(extent) |
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{ |
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for (fill = 8; fill--; ) |
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sub[fill] = 0; |
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} |
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octant::~octant () |
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{ |
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for (fill = 8; fill--; ) |
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delete sub[fill]; |
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} |
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static bool overlap (const sector &o1, uoffs ea, const sector &a, const sector &b) |
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{ |
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sector a2, b2; |
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ea /= 2; |
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a2 = o1 + ea; |
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b2 = (a + b) / 2; |
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return abs (a2 - b2) <= ea + (b - a); |
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} |
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void octant::add (entity *e) |
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{ |
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const sector &a = e->a; |
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const sector &b = e->b; |
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|
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if (overlap (orig, extent, a, b)) |
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{ |
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uoffs extent2 = extent / 2; |
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uoffs size = max (abs (b.x - a.x), |
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max (abs (b.y - a.y), |
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abs (b.z - a.z))); |
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if (size > extent2 || !extent2) |
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{ |
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push_back (e); |
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e->o.push_back (this); |
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return; |
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} |
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|
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for (int i = 8; i--; ) |
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{ |
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sector s = orig; |
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s.offset (i, extent2); |
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if (overlap (s, extent2, a, b)) |
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{ |
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if (!sub[i]) |
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sub[i] = new octant (this, s, extent2); |
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sub[i]->add (e); |
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} |
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} |
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} |
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} |
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|
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void octant::remove (entity *e) |
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{ |
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} |
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void octant::detect_visibility (view &ctx) |
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{ |
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visibility_state &vs = ctx.vismap[this]; |
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if (vs.generation != ctx.generation) |
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vs.visibility = visibility_state::UNKNOWN; |
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const sector &cam = ctx.orig; |
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#if 1 |
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if (orig <= cam && cam <= orig + extent) |
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{ |
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vs.visibility = visibility_state::PARTIAL; |
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vs.generation = ctx.generation; |
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} |
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else |
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#endif |
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{ |
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point center ( |
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orig.x + (soffs)extent / 2 - cam.x, |
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orig.y + (soffs)extent / 2 - cam.y, |
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orig.z + (soffs)extent / 2 - cam.z |
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); |
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GLfloat dia = (2. * sqrtf (3))*(GLfloat)extent; |
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if (ctx.frustum.t.distance (center) < -dia) return; |
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if (ctx.frustum.b.distance (center) < -dia) return; |
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if (ctx.frustum.l.distance (center) < -dia) return; |
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if (ctx.frustum.r.distance (center) < -dia) return; |
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if (ctx.frustum.n.distance (center) < -dia) return; |
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GLfloat fd = ctx.frustum.f.distance (center); |
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if (fd < -dia) |
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{ |
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if (fd < -dia * 2) |
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return; |
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// cull, but do check for potential visibility |
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if (size ()) |
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{ |
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ctx.farlist.push_back (this); |
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return; |
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} |
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} |
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} |
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if (size ()) |
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ctx.vislist.push_back (this); |
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// node to start with |
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unsigned char si = ctx.d.x < 0 ? 1 : 0 |
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| ctx.d.y < 0 ? 2 : 0 |
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| ctx.d.z < 0 ? 4 : 0; |
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// bit-toggle to find next child for front-to-back order |
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static unsigned char next[8] |
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= { 0, 0^1, 1^2, 2^4, 4^3, 3^5, 5^6, 6^7 }; |
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for (int i = 0; i < 8; i++) |
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{ |
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si ^= next[i]; |
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if (sub[si]) |
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sub[si]->detect_visibility (ctx); |
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} |
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vs.generation = ctx.generation; |
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} |
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void octant::display (view &ctx) |
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{ |
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#if 0 |
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glBegin (GL_LINES); |
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sector s = orig - ctx.orig; |
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vec3 clr(0, 0.8, 0); |
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glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, (const GLfloat*)&clr); |
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for (int i = 8; i--; ) |
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for (int ji = 3; ji--; ) |
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{ |
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int j = i | (1 << ji); |
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if (i != j) |
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{ |
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glVertex3i (s.x + !!(i & 1) * extent, |
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s.y + !!(i & 2) * extent, |
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s.z + !!(i & 4) * extent); |
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glVertex3i (s.x + !!(j & 1) * extent, |
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s.y + !!(j & 2) * extent, |
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s.z + !!(j & 4) * extent); |
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} |
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} |
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glEnd (); |
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glDisable(GL_COLOR_MATERIAL); |
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#endif |
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for (iterator i = end (); i != begin (); ) |
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(*--i)->display (ctx); |
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} |
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void |
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octant::draw_bbox (view &ctx) |
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{ |
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sector s = orig - ctx.orig; |
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int i; |
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GLint verts[4 * 6] = { |
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0x00, 0x40, 0x60, 0x20, // -x |
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0x10, 0x30, 0x70, 0x50, // +x |
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0x00, 0x10, 0x50, 0x40, // -y |
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0x70, 0x30, 0x20, 0x60, // +y |
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0x00, 0x20, 0x30, 0x10, // -z |
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0x40, 0x50, 0x70, 0x60, // +z |
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}; |
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GLfloat cube[8][3] = |
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{ |
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{ s.x , s.y , s.z }, |
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{ s.x + (soffs)extent, s.y , s.z }, |
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{ s.x , s.y + (soffs)extent, s.z }, |
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{ s.x + (soffs)extent, s.y + (soffs)extent, s.z }, |
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{ s.x , s.y , s.z + (soffs)extent }, |
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{ s.x + (soffs)extent, s.y , s.z + (soffs)extent }, |
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{ s.x , s.y + (soffs)extent, s.z + (soffs)extent }, |
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{ s.x + (soffs)extent, s.y + (soffs)extent, s.z + (soffs)extent }, |
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}; |
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glBegin (GL_QUADS); |
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for (i = 0; i < 4 * 6; i++) |
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glVertex3fv (cube [verts [i] >> 4]); |
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glEnd (); |
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} |
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