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    LineFieldRenderer::LineFieldRenderer(const Manifold& m, bool smooth, VertexAttributeVector<Vec3d>& lines, float _r): 
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    LineFieldRenderer::LineFieldRenderer(const Manifold& m, bool smooth, VertexAttributeVector<Vec3d>& lines, float _r): 
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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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        float noise_scale = 5.0f/r;
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        float noise_scale = 10.0f/r;
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        float line_scale = 0.02f/r;
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        float line_scale = 0.003f;
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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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        glUniform1fARB(glGetUniformLocationARB(prog, "scale_line"),line_scale);
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        glUniform1fARB(glGetUniformLocationARB(prog, "scale_line"),line_scale*noise_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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        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");	
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        glNewList(display_list,GL_COMPILE);
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        glNewList(display_list,GL_COMPILE);
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        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
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        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){