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Line 326... Line 326...
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	glUseProgram(prog);
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	glUseProgram(prog);
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	GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
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	GLuint scalar_attrib = glGetAttribLocation(prog, "scalar");
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	glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
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	glUniform1fARB(glGetUniformLocationARB(prog, "scalar_max"), max_val);
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	static CVar<float> gamma("display.scalar_field_renderer.gamma",2.2);
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	static CVar<float> gamma("display.scalar_field_renderer.gamma",2.2f);
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	glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
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	glUniform1fARB(glGetUniformLocationARB(prog, "gamma"), gamma);
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	glNewList(display_list,GL_COMPILE);
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	glNewList(display_list,GL_COMPILE);
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	for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
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	for(FaceIter f=m.faces_begin(); f != m.faces_end(); ++f)
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	{
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	{
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	SimpleShaderRenderer(vss,fss), r(_r)
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	SimpleShaderRenderer(vss,fss), r(_r)
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{
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{
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	GLint old_prog;
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	GLint old_prog;
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	glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
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	glGetIntegerv(GL_CURRENT_PROGRAM, &old_prog);
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	glUseProgram(prog);	
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	glUseProgram(prog);	
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	static CVar<float> curvature_lines_scale("display.line_field_renderer.line_length", .015);
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	static CVar<float> curvature_lines_scale("display.line_field_renderer.line_length", .015f);
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	static CVar<float> noise_scale("display.line_field_renderer.noise_scale", 12.0/r);
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	static CVar<float> noise_scale("display.line_field_renderer.noise_scale", 12.0f/r);
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	static CVar<float> noise_amplitude("display.line_field_renderer.noise_amplitude", .06);
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	static CVar<float> noise_amplitude("display.line_field_renderer.noise_amplitude", .06f);
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	glUniform1fARB(glGetUniformLocationARB(prog, "scale_line"),curvature_lines_scale);
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	glUniform1fARB(glGetUniformLocationARB(prog, "scale_line"),curvature_lines_scale);
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	glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),noise_scale);
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	glUniform1fARB(glGetUniformLocationARB(prog, "noise_scale"),noise_scale);
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	glUniform1fARB(glGetUniformLocationARB(prog, "noise_amplitude"),noise_amplitude);	
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	glUniform1fARB(glGetUniformLocationARB(prog, "noise_amplitude"),noise_amplitude);	
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	glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
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	glUniform1iARB(glGetUniformLocationARB(prog, "noise_tex"),0);
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	GLuint direction = glGetAttribLocation(prog, "direction");	
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	GLuint direction = glGetAttribLocation(prog, "direction");