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@ -458,7 +458,7 @@ namespace patterns {
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}
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}
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int downdir(cell *c, cellfunction *cf = coastvalEdge) {
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int downdir(cell *c, cellfunction *cf) {
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cell *c2 = chosenDown(c, 1, 1, cf);
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if(!c2) return 0;
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return neighborId(c, c2);
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14
polygons.cpp
14
polygons.cpp
@ -41,11 +41,6 @@ double minwidth_global;
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extern long double polydata[];
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struct hpcshape {
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int s, e, prio;
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int flags;
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};
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hpcshape *last = NULL;
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vector<polytodraw> ptds;
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@ -2413,13 +2408,6 @@ void queuepolyb(const transmatrix& V, const hpcshape& h, int col, int b) {
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queuepolyat(V,h,col,h.prio+b);
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}
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struct qfloorinfo {
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bool special;
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transmatrix spin;
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const hpcshape *shape;
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textureinfo *tinf;
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};
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qfloorinfo qfi;
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qfloorinfo qfi_dc;
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@ -2509,7 +2497,7 @@ void queuestr(int x, int y, int shift, int size, string str, int col, int frame
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ptd.prio = PPR_TEXT << PSHIFT;
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}
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void queuechr(int x, int y, int shift, int size, char chr, int col, int frame = 0, int align = 8) {
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void queuechr(int x, int y, int shift, int size, char chr, int col, int frame, int align) {
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polytodraw& ptd = nextptd();
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ptd.kind = pkString;
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ptd.u.chr.x = x;
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42
shaders.cpp
42
shaders.cpp
@ -42,14 +42,6 @@ eMode mode;
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void switch_mode(eMode m);
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struct glmatrix {
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GLfloat a[4][4];
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GLfloat* operator[] (int i) { return a[i]; }
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const GLfloat* operator[] (int i) const { return a[i]; }
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GLfloat* as_array() { return a[0]; }
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const GLfloat* as_array() const { return a[0]; }
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};
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void display(const glmatrix& m) {
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for(int i=0; i<4; i++) {
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for(int j=0; j<4; j++)
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@ -306,7 +298,7 @@ void id_modelview() {
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#endif
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void color2(int color, ld part = 1) {
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void color2(int color, ld part) {
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unsigned char *c = (unsigned char*) (&color);
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GLfloat cols[4];
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for(int i=0; i<4; i++) cols[i] = c[3-i] / 255.0 * part;
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@ -516,38 +508,6 @@ glvertex pointtogl(const hyperpoint& t) {
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return h;
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}
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struct colored_vertex {
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glvec3 coords;
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glvec4 color;
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colored_vertex(GLfloat x, GLfloat y, GLfloat r, GLfloat g, GLfloat b) {
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coords[0] = x;
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coords[1] = y;
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coords[2] = stereo::scrdist;
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color[0] = r;
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color[1] = g;
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color[2] = b;
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color[3] = 1;
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}
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};
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struct textured_vertex {
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glvec3 coords;
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glvec3 texture;
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};
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struct ct_vertex {
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glvec3 coords;
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glvec4 color;
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glvec3 texture;
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ct_vertex(const hyperpoint& h, ld x1, ld y1, ld col) {
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coords = pointtogl(h);
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texture[0] = x1;
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texture[1] = y1;
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color[0] = color[1] = color[2] = col;
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color[3] = 1;
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}
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};
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#if CAP_VERTEXBUFFER
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template<class T> void bindbuffer(T& v) {
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if(current_vertices == buffered_vertices || current_vertices == nullptr) {
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