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Rev 630 Rev 656
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	void draw(const Geometry::BoundingINode<BoxType>& node, int level, int max_level);
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	void draw(const Geometry::BoundingINode<BoxType>& node, int level, int max_level);
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	template<class BoxType>
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	template<class BoxType>
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    void draw(const Geometry::BoundingLNode<BoxType>& node, int level, int max_level);
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    void draw(const Geometry::BoundingLNode<BoxType>& node, int level, int max_level);
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	template<class BoxType>
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	template<class BoxType>
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    void draw(const Geometry::BoundingTree<BoxType>& tree, int max_level = 1e6);
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    void draw(const Geometry::BoundingTree<BoxType>& tree, int max_level = 1e6);
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    /// Read depth buffer and extract the depth of a pixel
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    bool depth_pick(int x, int y, float& depth);
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    /** Convert depth value to 3D point. Supposes that the modelview and projection matrices
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     are set in the same way as when rendering. */
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    CGLA::Vec3d screen2world(int x, int y, float depth);
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}
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}
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#endif
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#endif