Radiant:
misc... * oranje names for group entities, having childrens selected (also no distance cull in cam for those)
This commit is contained in:
@@ -348,7 +348,7 @@ const AABB& localAABB() const {
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return m_curveBounds;
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}
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void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected, const AABB& childBounds ) const {
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void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected, bool childSelected, const AABB& childBounds ) const {
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if ( isModel() && selected ) {
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m_renderOrigin.render( renderer, volume, localToWorld );
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}
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@@ -375,12 +375,12 @@ void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& l
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m_name_origin = childBounds.origin;
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}
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m_renderName.render( renderer, volume, localToWorld, selected );
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m_renderName.render( renderer, volume, localToWorld, selected, childSelected );
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}
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}
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void renderWireframe( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected, const AABB& childBounds ) const {
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renderSolid( renderer, volume, localToWorld, selected, childBounds );
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void renderWireframe( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected, bool childSelected, const AABB& childBounds ) const {
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renderSolid( renderer, volume, localToWorld, selected, childSelected, childBounds );
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}
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void testSelect( Selector& selector, SelectionTest& test, SelectionIntersection& best ){
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@@ -499,13 +499,13 @@ Doom3GroupInstance( const scene::Path& path, scene::Instance* parent, Doom3Group
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m_contained.instanceDetach( Instance::path() );
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}
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void renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
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m_contained.renderSolid( renderer, volume, Instance::localToWorld(), getSelectable().isSelected(), Instance::childBounds() );
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m_contained.renderSolid( renderer, volume, Instance::localToWorld(), getSelectable().isSelected(), Instance::childSelected(), Instance::childBounds() );
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m_curveNURBS.renderComponentsSelected( renderer, volume, localToWorld() );
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m_curveCatmullRom.renderComponentsSelected( renderer, volume, localToWorld() );
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}
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void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
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m_contained.renderWireframe( renderer, volume, Instance::localToWorld(), getSelectable().isSelected(), Instance::childBounds() );
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m_contained.renderWireframe( renderer, volume, Instance::localToWorld(), getSelectable().isSelected(), Instance::childSelected(), Instance::childBounds() );
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m_curveNURBS.renderComponentsSelected( renderer, volume, localToWorld() );
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m_curveCatmullRom.renderComponentsSelected( renderer, volume, localToWorld() );
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@@ -148,7 +148,7 @@ void detach( scene::Traversable::Observer* observer ){
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m_traverse.detach( observer );
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}
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void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected, const AABB& childBounds ) const {
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void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected, bool childSelected, const AABB& childBounds ) const {
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renderer.SetState( m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly );
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if ( g_showNames ) {
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// don't draw the name for worldspawn
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@@ -159,12 +159,12 @@ void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& l
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// place name in the middle of the "children cloud"
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m_name_origin = childBounds.origin;
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m_renderName.render( renderer, volume, localToWorld, selected );
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m_renderName.render( renderer, volume, localToWorld, selected, childSelected );
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}
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}
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void renderWireframe( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected, const AABB& childBounds ) const {
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renderSolid( renderer, volume, localToWorld, selected, childBounds );
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void renderWireframe( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected, bool childSelected, const AABB& childBounds ) const {
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renderSolid( renderer, volume, localToWorld, selected, childSelected, childBounds );
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}
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void updateTransform(){
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@@ -298,10 +298,10 @@ GroupInstance( const scene::Path& path, scene::Instance* parent, Group& group )
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m_contained.instanceDetach( Instance::path() );
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}
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void renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
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m_contained.renderSolid( renderer, volume, Instance::localToWorld(), getSelectable().isSelected(), Instance::childBounds() );
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m_contained.renderSolid( renderer, volume, Instance::localToWorld(), getSelectable().isSelected(), Instance::childSelected(), Instance::childBounds() );
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}
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void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
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m_contained.renderWireframe( renderer, volume, Instance::localToWorld(), getSelectable().isSelected(), Instance::childBounds() );
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m_contained.renderWireframe( renderer, volume, Instance::localToWorld(), getSelectable().isSelected(), Instance::childSelected(), Instance::childBounds() );
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}
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STRING_CONSTANT( Name, "GroupInstance" );
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@@ -95,14 +95,18 @@ typedef MemberCaller1<NamedEntity, const char*, &NamedEntity::identifierChanged>
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#include "math/frustum.h"
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class RenderableNamedEntity : public OpenGLRenderable {
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enum ENameMode{
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eNameNormal = 0,
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eNameSelected = 1,
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eNameChildSelected = 2,
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};
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mutable ENameMode m_nameMode;
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NamedEntity& m_named;
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const Vector3& m_position;
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mutable GLuint m_tex_normal;
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mutable GLuint m_tex_selected;
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mutable GLuint* m_tex;
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GLuint m_tex;
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int m_width;
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int m_height;
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unsigned int m_colour[3];
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mutable float m_screenPos[2];
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public:
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typedef Static<Shader*, RenderableNamedEntity> StaticShader;
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@@ -110,50 +114,40 @@ public:
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return StaticShader::instance();
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}
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RenderableNamedEntity( NamedEntity& named, const Vector3& position )
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: m_named( named ), m_position( position ), m_tex_normal( 0 ), m_tex_selected( 0 ) {
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: m_named( named ), m_position( position ), m_tex( 0 ) {
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construct_textures( g_showTargetNames ? m_named.name() : m_named.classname() );
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m_named.attach( IdentifierChangedCaller( *this ) );
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}
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private:
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void setSelected( bool selected ) const {
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m_tex = selected ? &m_tex_selected : &m_tex_normal;
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}
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void setSelectedColour( bool selected ){
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if( selected ){
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m_colour[0] = 255;
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m_colour[1] = 255;
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m_colour[2] = 0;
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}
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else{
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m_colour[0] = static_cast<unsigned int>( m_named.color()[0] * 255.f );
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m_colour[1] = static_cast<unsigned int>( m_named.color()[1] * 255.f );
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m_colour[2] = static_cast<unsigned int>( m_named.color()[2] * 255.f );
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}
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}
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void construct_texture( const char* name ){
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glGenTextures( 1, m_tex );
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if( *m_tex > 0 ) {
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GlobalOpenGL().m_font->renderString( name, *m_tex, m_colour, m_width, m_height );
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}
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}
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void construct_textures( const char* name ){
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setSelected( false );
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setSelectedColour( false );
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construct_texture( name );
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setSelected( true );
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setSelectedColour( true );
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construct_texture( name );
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glGenTextures( 1, &m_tex );
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if( m_tex > 0 ) {
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unsigned int colour[3];
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colour[0] = static_cast<unsigned int>( m_named.color()[0] * 255.f );
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colour[1] = static_cast<unsigned int>( m_named.color()[1] * 255.f );
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colour[2] = static_cast<unsigned int>( m_named.color()[2] * 255.f );
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GlobalOpenGL().m_font->renderString( name, m_tex, colour, m_width, m_height );
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}
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}
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void delete_textures(){
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glDeleteTextures( 1, &m_tex_normal );
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glDeleteTextures( 1, &m_tex_selected );
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m_tex_normal = 0;
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m_tex_selected = 0;
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glDeleteTextures( 1, &m_tex );
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m_tex = 0;
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}
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void setMode( bool selected, bool childSelected ) const{
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if( selected ){
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m_nameMode = eNameSelected;
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}
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else if( childSelected ){
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m_nameMode = eNameChildSelected;
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}
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else{
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m_nameMode = eNameNormal;
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}
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}
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public:
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void render( RenderStateFlags state ) const {
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if( *m_tex > 0 ){
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glBindTexture( GL_TEXTURE_2D, *m_tex );
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if( m_tex > 0 ){
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glBindTexture( GL_TEXTURE_2D, m_tex );
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//Here we draw the texturemaped quads.
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//The bitmap that we got from FreeType was not
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@@ -161,21 +155,25 @@ public:
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//so we need to link the texture to the quad
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//so that the result will be properly aligned.
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glBegin( GL_QUADS );
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glTexCoord2i( 0, 1 );
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float xoffset0 = m_nameMode / 3.f;
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float xoffset1 = ( m_nameMode + 1 ) / 3.f;
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glTexCoord2f( xoffset0, 1 );
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glVertex2f( m_screenPos[0], m_screenPos[1] );
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glTexCoord2i( 0, 0 );
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glTexCoord2f( xoffset0, 0 );
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glVertex2f( m_screenPos[0], m_screenPos[1] + m_height + .01f );
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glTexCoord2i( 1, 0 );
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glTexCoord2f( xoffset1, 0 );
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glVertex2f( m_screenPos[0] + m_width + .01f, m_screenPos[1] + m_height + .01f );
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glTexCoord2i( 1, 1 );
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glTexCoord2f( xoffset1, 1 );
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glVertex2f( m_screenPos[0] + m_width + .01f, m_screenPos[1] );
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glEnd();
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glBindTexture( GL_TEXTURE_2D, 0 );
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}
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}
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void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected ) const{
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if( !selected && volume.fill() ){
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void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected, bool childSelected = false ) const{
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setMode( selected, childSelected );
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if( m_nameMode == eNameNormal && volume.fill() ){
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// globalOutputStream() << localToWorld << " localToWorld\n";
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// globalOutputStream() << volume.GetModelview() << " modelview\n";
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// globalOutputStream() << volume.GetProjection() << " Projection\n";
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@@ -191,7 +189,6 @@ public:
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//globalOutputStream() << m_position[0] << " " << m_position[1] << " " << m_position[2] << " position\n";
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}
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setSelected( selected );
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Vector4 position;
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position[0] = m_position[0];
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