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#include <iostream>
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#include <iostream>
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#include <vector>
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#include <vector>
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#include <algorithm>
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#include <algorithm>
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#include <cmath>
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#include <cmath>
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#include "GL/glut.h"
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#include "GLGraphics/gel_glut.h"
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#include "CGLA/Vec2f.h"
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#include "CGLA/Vec2f.h"
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#include "CGLA/Vec3i.h"
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#include "CGLA/Vec3i.h"
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#include "CGLA/Vec3f.h"
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#include "CGLA/Vec3f.h"
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#include "CGLA/Vec3d.h"
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#include "CGLA/Vec3d.h"
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  int spin_timer = 20;
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  int spin_timer = 20;
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  GLViewController *vctrl;
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  GLViewController *vctrl;
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  TriMesh mesh;
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  TriMesh mesh;
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  vector<TriMesh*> mesh_vector(1, &mesh);
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  vector<const TriMesh*> mesh_vector(1, &mesh);
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  vector<Mat4x4f> transforms(1, identity_Mat4x4f());
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  vector<Mat4x4f> transforms(1, identity_Mat4x4f());
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  double light_pow = 1.0;
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  double light_pow = 1.0;
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  Vec3f light_dir = normalize(Vec3f(1.0, 1.0, 1.0));
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  Vec3f light_dir = normalize(Vec3f(1.0, 1.0, 1.0));
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  Vec3d background(0.8, 0.9, 1.0);
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  Vec3d background(0.8, 0.9, 1.0);
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//      I N I T I A L I Z A T I O N               
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//      I N I T I A L I Z A T I O N               
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//////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////
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void init_texture(unsigned int& tex)
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void init_texture(unsigned int& tex)
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{
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{
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  glGenTextures(1, &tex);
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  glGenTextures(1, reinterpret_cast<GLuint*>(&tex));
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  glBindTexture(GL_TEXTURE_2D, tex);
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  glBindTexture(GL_TEXTURE_2D, tex);
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  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);