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shader flag to use no fog -- useful to display ultra-ideal points
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@@ -39,6 +39,7 @@ static const int POLY_FAT = (1<<26); // fatten this model in WRL expo
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static const int POLY_SHADE_TEXTURE = (1<<27); // texture has 'z' coordinate for shading
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static const int POLY_ONE_LEVEL = (1<<28); // only one level of the universal cover in SL(2,R)
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static const int POLY_APEIROGONAL = (1<<29); // only vertices indexed up to she are drawn as the boundary
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static const int POLY_NO_FOG = (1<<30); // disable fog for this
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/** \brief A graphical element that can be drawn. Objects are not drawn immediately but rather queued.
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*
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@@ -679,6 +680,7 @@ void dqi_poly::gldraw() {
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else
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glhr::be_textured();
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if(flags & POLY_SHADE_TEXTURE) current_display->next_shader_flags |= GF_TEXTURE_SHADED;
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if(flags & POLY_NO_FOG) current_display->next_shader_flags |= GF_NO_FOG;
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glBindTexture(GL_TEXTURE_2D, tinf->texture_id);
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if(isize(tinf->colors))
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glhr::vertices_texture_color(v, tinf->tvertices, tinf->colors, offset, offset_texture);
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@@ -688,6 +690,7 @@ void dqi_poly::gldraw() {
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}
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else {
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glhr::be_nontextured();
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if(flags & POLY_NO_FOG) current_display->next_shader_flags |= GF_NO_FOG;
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glhr::vertices(v);
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}
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