Merged 3.2 updates, namely combine callback for intersecting
contours.
This commit is contained in:
@@ -1,4 +1,4 @@
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/* $Id: tessdemo.c,v 1.3 1999/11/04 04:00:42 gareth Exp $ */
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/* $Id: tessdemo.c,v 1.4 2000/01/23 21:25:39 gareth Exp $ */
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/*
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* A demo of the GLU polygon tesselation functions written by Bogdan Sikorski.
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@@ -14,6 +14,13 @@
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/*
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* $Log: tessdemo.c,v $
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* Revision 1.4 2000/01/23 21:25:39 gareth
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* Merged 3.2 updates, namely combine callback for intersecting
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* contours.
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*
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* Revision 1.3.2.1 1999/11/16 11:09:09 gareth
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* Added combine callback. Converted vertices from ints to floats.
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*
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* Revision 1.3 1999/11/04 04:00:42 gareth
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* Updated demo for new GLU 1.3 tessellation. Added optimized rendering
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* by saving the output of the tessellation into display lists.
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@@ -79,20 +86,20 @@ static GLfloat edge_color[3];
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static struct
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{
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GLint p[MAX_POINTS][2];
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GLfloat p[MAX_POINTS][2];
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GLuint point_cnt;
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} contours[MAX_CONTOURS];
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static struct
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{
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GLsizei no;
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GLint p[3][2];
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GLfloat p[3][2];
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GLclampf color[3][3];
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} triangles[MAX_TRIANGLES];
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void GLCALLBACK my_error( GLenum err )
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void GLCALLBACK error_callback( GLenum err )
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{
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int len, i;
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char const *str;
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@@ -146,22 +153,22 @@ void GLCALLBACK end_callback()
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triangles[i].color[0][1],
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triangles[i].color[0][2] );
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glVertex2i( triangles[i].p[0][0], triangles[i].p[0][1] );
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glVertex2i( triangles[i].p[1][0], triangles[i].p[1][1] );
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glVertex2f( triangles[i].p[0][0], triangles[i].p[0][1] );
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glVertex2f( triangles[i].p[1][0], triangles[i].p[1][1] );
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glColor3f( triangles[i].color[1][0],
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triangles[i].color[1][1],
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triangles[i].color[1][2] );
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glVertex2i( triangles[i].p[1][0], triangles[i].p[1][1] );
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glVertex2i( triangles[i].p[2][0], triangles[i].p[2][1] );
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glVertex2f( triangles[i].p[1][0], triangles[i].p[1][1] );
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glVertex2f( triangles[i].p[2][0], triangles[i].p[2][1] );
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glColor3f( triangles[i].color[2][0],
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triangles[i].color[2][1],
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triangles[i].color[2][2] );
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glVertex2i( triangles[i].p[2][0], triangles[i].p[2][1] );
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glVertex2i( triangles[i].p[0][0], triangles[i].p[0][1] );
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glVertex2f( triangles[i].p[2][0], triangles[i].p[2][1] );
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glVertex2f( triangles[i].p[0][0], triangles[i].p[0][1] );
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}
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glEnd();
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@@ -170,9 +177,9 @@ void GLCALLBACK end_callback()
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void GLCALLBACK vertex_callback( void *data )
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{
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GLsizei no;
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GLint *p;
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GLfloat *p;
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p = (GLint *) data;
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p = (GLfloat *) data;
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no = triangles[triangle_cnt].no;
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triangles[triangle_cnt].p[no][0] = p[0];
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@@ -190,6 +197,22 @@ void GLCALLBACK vertex_callback( void *data )
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}
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}
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void GLCALLBACK combine_callback( GLdouble coords[3],
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GLdouble *vertex_data[4],
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GLfloat weight[4], void **data )
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{
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GLfloat *vertex;
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int i;
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vertex = (GLfloat *) malloc( 2 * sizeof(GLfloat) );
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vertex[0] = (GLfloat) coords[0];
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vertex[1] = (GLfloat) coords[1];
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*data = vertex;
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}
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void set_screen_wh( GLsizei w, GLsizei h )
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{
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width = w;
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@@ -208,10 +231,12 @@ void tesse( void )
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if ( tobj != NULL )
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{
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gluTessCallback( tobj, GLU_BEGIN, glBegin );
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gluTessCallback( tobj, GLU_VERTEX, glVertex2iv );
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gluTessCallback( tobj, GLU_END, glEnd );
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gluTessCallback( tobj, GLU_ERROR, my_error );
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gluTessNormal( tobj, 0.0, 0.0, 1.0 );
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gluTessCallback( tobj, GLU_TESS_BEGIN, glBegin );
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gluTessCallback( tobj, GLU_TESS_VERTEX, glVertex2fv );
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gluTessCallback( tobj, GLU_TESS_END, glEnd );
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gluTessCallback( tobj, GLU_TESS_ERROR, error_callback );
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gluTessCallback( tobj, GLU_TESS_COMBINE, combine_callback );
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glNewList( list_start, GL_COMPILE );
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gluBeginPolygon( tobj );
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@@ -233,10 +258,11 @@ void tesse( void )
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gluEndPolygon( tobj );
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glEndList();
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gluTessCallback( tobj, GLU_BEGIN, begin_callback );
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gluTessCallback( tobj, GLU_VERTEX, vertex_callback );
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gluTessCallback( tobj, GLU_END, end_callback );
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gluTessCallback( tobj, GLU_EDGE_FLAG, edge_callback );
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#if 0
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gluTessCallback( tobj, GLU_TESS_BEGIN, begin_callback );
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gluTessCallback( tobj, GLU_TESS_VERTEX, vertex_callback );
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gluTessCallback( tobj, GLU_TESS_END, end_callback );
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gluTessCallback( tobj, GLU_TESS_EDGE_FLAG, edge_callback );
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glNewList( list_start + 1, GL_COMPILE );
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gluBeginPolygon( tobj );
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@@ -257,6 +283,7 @@ void tesse( void )
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gluEndPolygon( tobj );
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glEndList();
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#endif
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gluDeleteTess( tobj );
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@@ -267,7 +294,7 @@ void tesse( void )
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void left_down( int x1, int y1 )
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{
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GLint P[2];
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GLfloat P[2];
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GLuint point_cnt;
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/* translate GLUT into GL coordinates */
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@@ -284,13 +311,13 @@ void left_down( int x1, int y1 )
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if ( point_cnt )
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{
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glVertex2iv( contours[contour_cnt].p[point_cnt-1] );
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glVertex2iv( P );
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glVertex2fv( contours[contour_cnt].p[point_cnt-1] );
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glVertex2fv( P );
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}
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else
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{
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glVertex2iv( P );
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glVertex2iv( P );
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glVertex2fv( P );
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glVertex2fv( P );
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}
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glEnd();
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@@ -311,8 +338,8 @@ void middle_down( int x1, int y1 )
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{
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glBegin( GL_LINES );
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glVertex2iv( contours[contour_cnt].p[0] );
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glVertex2iv( contours[contour_cnt].p[point_cnt-1] );
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glVertex2fv( contours[contour_cnt].p[0] );
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glVertex2fv( contours[contour_cnt].p[point_cnt-1] );
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contours[contour_cnt].p[point_cnt][0] = -1;
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@@ -383,24 +410,24 @@ void display( void )
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case 0:
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break;
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case 1:
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glVertex2iv( contours[i].p[0] );
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glVertex2iv( contours[i].p[0] );
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glVertex2fv( contours[i].p[0] );
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glVertex2fv( contours[i].p[0] );
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break;
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case 2:
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glVertex2iv( contours[i].p[0] );
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glVertex2iv( contours[i].p[1] );
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glVertex2fv( contours[i].p[0] );
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glVertex2fv( contours[i].p[1] );
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break;
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default:
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--point_cnt;
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for ( j = 0 ; j < point_cnt ; j++ )
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{
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glVertex2iv( contours[i].p[j] );
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glVertex2iv( contours[i].p[j+1] );
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glVertex2fv( contours[i].p[j] );
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glVertex2fv( contours[i].p[j+1] );
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}
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if ( contours[i].p[j+1][0] == -1 )
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{
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glVertex2iv( contours[i].p[0] );
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glVertex2iv( contours[i].p[j] );
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glVertex2fv( contours[i].p[0] );
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glVertex2fv( contours[i].p[j] );
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}
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break;
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}
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