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#define __MESHEDIT_RENDERER_H__
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#define __MESHEDIT_RENDERER_H__
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include <GLGraphics/draw.h>
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#include <GLGraphics/draw.h>
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#include <GLGraphics/IDBufferWireFrameRenderer.h>
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#include <GLGraphics/IDBufferWireFrameRenderer.h>
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#include <CGLA/Vec4d.h>
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/** Ancestral class for Manifold rendering. Do not use directly. Its only purpose is to
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/** Ancestral class for Manifold rendering. Do not use directly. Its only purpose is to
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	create a display list and remove it when the object is destroyed. This is an example
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	create a display list and remove it when the object is destroyed. This is an example
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	of the RAII "resource acquisition is initialization" idiom */
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	of the RAII "resource acquisition is initialization" idiom */
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class ManifoldRenderer
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class ManifoldRenderer
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	public:
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	public:
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		LineFieldRenderer(HMesh::Manifold& m, bool smooth, std::vector<CGLA::Vec3d>& lines, float _r);
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		LineFieldRenderer(HMesh::Manifold& m, bool smooth, std::vector<CGLA::Vec3d>& lines, float _r);
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		void draw();
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		void draw();
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	};
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	};
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/** Class for wireframe rendering. Enable it will case all triangles to be drawn to be drawn as
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 wireframe. Only triangles are supported, but it is fast. */
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class DualVertexRenderer: public ManifoldRenderer
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	{
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		const static std::string vss;
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		const static std::string gss;
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		const static std::string fss;
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	public:
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		/// The constructor creates the wireframe shader program. It is static so the program is shared.
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		DualVertexRenderer(HMesh::Manifold& m, std::vector<CGLA::Vec4d>& field);
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	};
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#endif
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#endif
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