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    class Manifold;
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    class Manifold;
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}
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}
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namespace GLGraphics
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namespace GLGraphics
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{
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{
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    /// Simply draw a tessellated ball.
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    void draw_ball();
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	/// Draw an indexed face set (just a triangle list) with normals computed on the fly.
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	/// Draw an indexed face set (just a triangle list) with normals computed on the fly.
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	void draw(const Geometry::IndexedFaceSet& geometry);
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	void draw(const Geometry::IndexedFaceSet& geometry);
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	/// Draw a triangles mesh. Inefficient function that should be compiled into a display list.
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	/// Draw a triangles mesh. Inefficient function that should be compiled into a display list.
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	void draw(const Geometry::TriMesh& tm, bool per_vertex_norms=true);
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	void draw(const Geometry::TriMesh& tm, bool per_vertex_norms=true);
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    bool depth_pick(int x, int y, float& depth);
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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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    /** 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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     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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    CGLA::Vec3d screen2world(int x, int y, float depth);
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    /** Project the point given as argument using modelview and projection matrices */
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    CGLA::Vec3d world2screen(const CGLA::Vec3d& p);
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}
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}
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#endif
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#endif