forked from bartvdbraak/blender
speedup for editmesh drawing.
- avoid needless context switching quad/tri, flat/smooth. - dont call glNormal3vf() lighting is disabled. gives ~2x speedup with a subdivided cube, but thats probably the best case, quad/tri smooth/flat mix will slow down a bit.
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933a19c997
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@ -643,13 +643,22 @@ static void emDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
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EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
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EditFace *efa;
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int i, draw;
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const int skip_normals= !glIsEnabled(GL_LIGHTING); /* could be passed as an arg */
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/* GL_ZERO is used to detect if drawing has started or not */
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GLenum poly_prev= GL_ZERO;
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GLenum shade_prev= GL_ZERO;
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(void)setMaterial; /* unused */
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/* currently unused -- each original face is handled separately */
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(void)compareDrawOptions;
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if (emdm->vertexCos) {
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/* add direct access */
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float (*vertexCos)[3]= emdm->vertexCos;
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float (*vertexNos)[3]= emdm->vertexNos;
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float (*faceNos)[3]= emdm->faceNos;
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EditVert *eve;
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for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
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@ -659,75 +668,134 @@ static void emDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
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int drawSmooth = (efa->flag & ME_SMOOTH);
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draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
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if(draw) {
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const GLenum poly_type= efa->v4 ? GL_QUADS:GL_TRIANGLES;
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if (draw==2) { /* enabled with stipple */
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glEnable(GL_POLYGON_STIPPLE);
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glPolygonStipple(stipple_quarttone);
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if(poly_prev != GL_ZERO) glEnd();
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poly_prev= GL_ZERO; /* force glBegin */
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glEnable(GL_POLYGON_STIPPLE);
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glPolygonStipple(stipple_quarttone);
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}
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glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
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if(skip_normals) {
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if(poly_type != poly_prev) {
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if(poly_prev != GL_ZERO) glEnd();
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glBegin((poly_prev= poly_type));
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}
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glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
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glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
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glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
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if(poly_type == GL_QUADS) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
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}
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else {
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const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
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if (shade_type != shade_prev) {
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glShadeModel((shade_prev= shade_type));
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}
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if(poly_type != poly_prev) {
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if(poly_prev != GL_ZERO) glEnd();
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glBegin((poly_prev= poly_type));
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}
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glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
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if (!drawSmooth) {
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glNormal3fv(emdm->faceNos[i]);
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glVertex3fv(emdm->vertexCos[(int) efa->v1->tmp.l]);
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glVertex3fv(emdm->vertexCos[(int) efa->v2->tmp.l]);
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glVertex3fv(emdm->vertexCos[(int) efa->v3->tmp.l]);
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if(efa->v4) glVertex3fv(emdm->vertexCos[(int) efa->v4->tmp.l]);
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} else {
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glNormal3fv(emdm->vertexNos[(int) efa->v1->tmp.l]);
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glVertex3fv(emdm->vertexCos[(int) efa->v1->tmp.l]);
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glNormal3fv(emdm->vertexNos[(int) efa->v2->tmp.l]);
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glVertex3fv(emdm->vertexCos[(int) efa->v2->tmp.l]);
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glNormal3fv(emdm->vertexNos[(int) efa->v3->tmp.l]);
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glVertex3fv(emdm->vertexCos[(int) efa->v3->tmp.l]);
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if(efa->v4) {
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glNormal3fv(emdm->vertexNos[(int) efa->v4->tmp.l]);
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glVertex3fv(emdm->vertexCos[(int) efa->v4->tmp.l]);
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if (!drawSmooth) {
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glNormal3fv(faceNos[i]);
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glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
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glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
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glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
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if(poly_type == GL_QUADS) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
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} else {
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glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
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glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
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glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
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glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
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glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
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glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
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if(poly_type == GL_QUADS) {
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glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
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glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
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}
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}
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}
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glEnd();
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if (draw==2)
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if (draw==2) {
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glEnd();
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poly_prev= GL_ZERO; /* force glBegin */
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glDisable(GL_POLYGON_STIPPLE);
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}
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}
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}
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} else {
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}
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else {
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for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
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int drawSmooth = (efa->flag & ME_SMOOTH);
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draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
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if(draw) {
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const GLenum poly_type= efa->v4 ? GL_QUADS:GL_TRIANGLES;
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if (draw==2) { /* enabled with stipple */
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if(poly_prev != GL_ZERO) glEnd();
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poly_prev= GL_ZERO; /* force glBegin */
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glEnable(GL_POLYGON_STIPPLE);
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glPolygonStipple(stipple_quarttone);
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}
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glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
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glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
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if (!drawSmooth) {
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glNormal3fv(efa->n);
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if(skip_normals) {
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if(poly_type != poly_prev) {
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if(poly_prev != GL_ZERO) glEnd();
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glBegin((poly_prev= poly_type));
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}
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glVertex3fv(efa->v1->co);
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glVertex3fv(efa->v2->co);
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glVertex3fv(efa->v3->co);
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if(efa->v4) glVertex3fv(efa->v4->co);
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} else {
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glNormal3fv(efa->v1->no);
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glVertex3fv(efa->v1->co);
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glNormal3fv(efa->v2->no);
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glVertex3fv(efa->v2->co);
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glNormal3fv(efa->v3->no);
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glVertex3fv(efa->v3->co);
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if(efa->v4) {
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glNormal3fv(efa->v4->no);
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glVertex3fv(efa->v4->co);
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if(poly_type == GL_QUADS) glVertex3fv(efa->v4->co);
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}
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else {
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const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
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if (shade_type != shade_prev) {
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glShadeModel((shade_prev= shade_type));
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}
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if(poly_type != poly_prev) {
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if(poly_prev != GL_ZERO) glEnd();
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glBegin((poly_prev= poly_type));
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}
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if (!drawSmooth) {
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glNormal3fv(efa->n);
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glVertex3fv(efa->v1->co);
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glVertex3fv(efa->v2->co);
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glVertex3fv(efa->v3->co);
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if(poly_type == GL_QUADS) glVertex3fv(efa->v4->co);
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} else {
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glNormal3fv(efa->v1->no);
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glVertex3fv(efa->v1->co);
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glNormal3fv(efa->v2->no);
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glVertex3fv(efa->v2->co);
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glNormal3fv(efa->v3->no);
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glVertex3fv(efa->v3->co);
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if(poly_type == GL_QUADS) {
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glNormal3fv(efa->v4->no);
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glVertex3fv(efa->v4->co);
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}
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}
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}
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glEnd();
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if (draw==2)
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if (draw==2) {
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glEnd();
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poly_prev= GL_ZERO;
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glDisable(GL_POLYGON_STIPPLE);
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}
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}
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}
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}
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/* if non zero we know a face was rendered */
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if(poly_prev != GL_ZERO) glEnd();
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}
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static void emDM_drawFacesTex_common(DerivedMesh *dm,
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