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a DIRTY compile option to render in quick but dirty way
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182d101903
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@ -278,8 +278,14 @@ void gldraw(int useV, const transmatrix& V, const vector<glvertex>& v, int ps, i
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setmatrix(useV, V);
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setmatrix(useV, V);
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if(draw) {
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if(draw) {
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#ifdef DIRTY
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#warning dirty
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glhr::vertices(v);
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glhr::color2(col);
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glDrawArrays(tinf ? GL_TRIANGLES : GL_TRIANGLE_FAN, ps, pq);
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#else
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_STENCIL_TEST);
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glColorMask( GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE );
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glColorMask( GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE );
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glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT);
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glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT);
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glStencilFunc( GL_ALWAYS, 0x1, 0x1 );
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glStencilFunc( GL_ALWAYS, 0x1, 0x1 );
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@ -314,6 +320,7 @@ void gldraw(int useV, const transmatrix& V, const vector<glvertex>& v, int ps, i
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}
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}
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_STENCIL_TEST);
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#endif
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}
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}
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if(outline) {
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if(outline) {
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