forked from bartvdbraak/blender
correct typos in comments.
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@ -598,7 +598,7 @@ static void handleRadialSymmetry(BGraph *graph, BNode *root_node, int depth, flo
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/* sort ring by arc length
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* using a rather bogus insertion sort
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* butrings will never get too big to matter
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* but rings will never get too big to matter
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* */
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for (i = 0; i < total; i++) {
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int j;
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@ -78,7 +78,7 @@ MINLINE void linearrgb_to_srgb_uchar4(unsigned char srgb[4], const float linear[
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F4TOCHAR4(srgb_f, srgb);
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}
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/* predivide versions to work on associated/pre-multipled alpha. if this should
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/* predivide versions to work on associated/pre-multiplied alpha. if this should
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* be done or not depends on the background the image will be composited over,
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* ideally you would never do color space conversion on an image with alpha
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* because it is ill defined */
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@ -3621,7 +3621,7 @@ static float ff_quad_form_factor(float *p, float *n, float *q0, float *q1, float
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static __m128 sse_approx_acos(__m128 x)
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{
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/* needs a better approximation than taylor expansion of acos, since that
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* gives big erros for near 1.0 values, sqrt(2 * x) * acos(1 - x) should work
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* gives big errors for near 1.0 values, sqrt(2 * x) * acos(1 - x) should work
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* better, see http://www.tom.womack.net/projects/sse-fast-arctrig.html */
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return _mm_set_ps1(1.0f);
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@ -520,7 +520,7 @@ const float *BM_edgeloop_center_get(struct BMEdgeLoopStore *el_store)
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#define NODE_AS_CO(n) ((BMVert *)((LinkData *)n)->data)->co
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/**
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* edges are assined to one vert -> the next.
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* edges are assigned to one vert -> the next.
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*/
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void BM_edgeloop_edges_get(struct BMEdgeLoopStore *el_store, BMEdge **e_arr)
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{
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@ -612,7 +612,7 @@ bool BM_edgeloop_calc_normal(BMesh *UNUSED(bm), BMEdgeLoopStore *el_store)
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}
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/**
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* For open loops that are stright lines,
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* For open loops that are straight lines,
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* calculating the normal as if it were a polygon is meaningless.
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*
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* Instead use an alignment vector and calculate the normal based on that.
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@ -154,7 +154,7 @@ typedef void *(*BMIter__step_cb) (void *);
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/* Iterator Structure */
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/* note: some of these vars are not used,
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* so they have beem commented to save stack space since this struct is used all over */
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* so they have been commented to save stack space since this struct is used all over */
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typedef struct BMIter {
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/* keep union first */
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union {
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@ -40,7 +40,7 @@
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* - joeedh -
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* design notes:
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*
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* original desing: walkers directly emulation recursive functions.
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* original design: walkers directly emulation recursive functions.
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* functions save their state onto a worklist, and also add new states
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* to implement recursive or looping behavior. generally only one
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* state push per call with a specific state is desired.
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@ -23,10 +23,10 @@
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/** \file blender/bmesh/operators/bmo_beautify.c
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* \ingroup bmesh
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*
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* Beautify the mesh by rotating edes between triangles
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* Beautify the mesh by rotating edges between triangles
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* to more attractive positions until no more rotations can be made.
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*
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* In princible this is very simple however there is the possability of
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* In principle this is very simple however there is the possibility of
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* going into an eternal loop where edges keep rotating.
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* To avoid this - each edge stores a hash of it previous
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* states so as not to rotate back.
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@ -363,7 +363,7 @@ static void bridge_loop_pair(BMesh *bm,
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int i;
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BMOperator op_sub;
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/* when we have to bridge betweeen different sized edge-loops,
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/* when we have to bridge between different sized edge-loops,
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* be clever and post-process for best results */
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@ -23,7 +23,7 @@
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/** \file blender/bmesh/operators/bmo_dupe.c
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* \ingroup bmesh
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*
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* Duplicate, Split, Spint operators.
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* Duplicate, Split, Split operators.
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*/
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#include "MEM_guardedalloc.h"
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@ -73,7 +73,7 @@ void bmo_poke_exec(BMesh *bm, BMOperator *op)
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float f_center[3];
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BMVert *v_center = NULL;
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BMLoop *l_iter, *l_first;
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/* only interpolate the centeral loop from the face once,
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/* only interpolate the central loop from the face once,
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* then copy to all others in the fan */
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BMLoop *l_center_example;
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@ -223,7 +223,7 @@ static BevVert *find_bevvert(BevelParams *bp, BMVert *bmv)
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return BLI_ghash_lookup(bp->vert_hash, bmv);
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}
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/* Return a good respresentative face (for materials, etc.) for faces
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/* Return a good representative face (for materials, etc.) for faces
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* created around/near BoundVert v */
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static BMFace *boundvert_rep_face(BoundVert *v)
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{
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@ -531,7 +531,7 @@ static int bev_ccw_test(BMEdge *a, BMEdge *b, BMFace *f)
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* Also find vd, which is in direction normal to parallelogram and 1 unit away
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* from the origin.
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* The quarter circle in first quadrant of unit square will be mapped to the
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* quadrant of a sheared ellipse in the parallelgram, using a matrix.
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* quadrant of a sheared ellipse in the parallelogram, using a matrix.
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* The matrix mat is calculated to map:
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* (0,1,0) -> va
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* (1,1,0) -> vmid
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@ -116,7 +116,7 @@ static void bm_decim_build_quadrics(BMesh *bm, Quadric *vquadrics)
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static void bm_decim_calc_target_co(BMEdge *e, float optimize_co[3],
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const Quadric *vquadrics)
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{
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/* compute an edge contration target for edge 'e'
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/* compute an edge contraction target for edge 'e'
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* this is computed by summing it's vertices quadrics and
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* optimizing the result. */
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Quadric q;
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@ -682,7 +682,7 @@ static bool bm_edge_collapse_is_degenerate_topology(BMEdge *e_first)
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/**
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* special, highly limited edge collapse function
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* intended for speed over flexibiliy.
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* intended for speed over flexibility.
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* can only collapse edges connected to (1, 2) tris.
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*
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* Important - dont add vert/edge/face data on collapsing!
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@ -79,7 +79,7 @@ static bool bm_vert_dissolve_fan(BMesh *bm, BMVert *v)
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{
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/* collapse under 2 conditions.
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* - vert connects to 4 manifold edges (and 4 faces).
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* - vert connecrs to 1 manifold edge, 2 boundary edges (and 2 faces).
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* - vert connects to 1 manifold edge, 2 boundary edges (and 2 faces).
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*
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* This covers boundary verts of a quad grid and center verts.
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* note that surrounding faces dont have to be quads.
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@ -1762,7 +1762,7 @@ void OBJECT_OT_convert(wmOperatorType *ot)
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/*
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* dupflag: a flag made from constants declared in DNA_userdef_types.h
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* The flag tells adduplicate() weather to copy data linked to the object, or to reference the existing data.
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* The flag tells adduplicate() whether to copy data linked to the object, or to reference the existing data.
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* U.dupflag for default operations or you can construct a flag as python does
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* if the dupflag is 0 then no data will be copied (linked duplicate) */
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@ -345,7 +345,7 @@ static bool initFlyInfo(bContext *C, FlyInfo *fly, wmOperator *op, const wmEvent
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fly->rv3d->rflag |= RV3D_NAVIGATING; /* so we draw the corner margins */
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/* detect weather to start with Z locking */
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/* detect whether to start with Z locking */
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upvec[0] = 1.0f;
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upvec[1] = 0.0f;
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upvec[2] = 0.0f;
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@ -99,7 +99,7 @@ public:
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* \param copy
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* If false, the data is not duplicated, and Canvas deals with the memory management of these
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* _nbOrientations+1 images. If true, data is copied, and it's up to the caller to delete the images.
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* \params iNbLevels
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* \param iNbLevels
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* The number of levels desired for each pyramid.
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* If iNbLevels == 0, the complete pyramid is built.
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* \param iSigma
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@ -227,7 +227,7 @@ void WM_init(bContext *C, int argc, const char **argv)
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/* normally 'wm_homefile_read' will do this,
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* however python is not initialized when called from this function.
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*
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* unlikey any handlers are set but its possible,
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* unlikely any handlers are set but its possible,
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* note that recovering the last session does its own callbacks. */
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BLI_callback_exec(CTX_data_main(C), NULL, BLI_CB_EVT_LOAD_POST);
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}
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@ -468,7 +468,7 @@ bool KX_Dome::ParseWarpMesh(STR_String text)
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* n3_x n3_y n3_u n3_v n3_i
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* (...)
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* First line is the image type the mesh is support to be applied to: 2 = fisheye, 1=radial
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* Tthe next line has the mesh dimensions
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* The next line has the mesh dimensions
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* Rest of the lines are the nodes of the mesh. Each line has x y u v i
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* (x,y) are the normalized screen coordinates
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* (u,v) texture coordinates
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@ -119,7 +119,7 @@ protected:
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RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
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/**
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* Making use of a Strategy desing pattern for storage behavior.
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* Making use of a Strategy design pattern for storage behavior.
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* Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
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int m_storage_type;
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RAS_IStorage* m_storage;
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