Ported osg::Geometry across to supporting the aliasing of vertex, color and normal etc. calls to Vertex Attributes.
Added support for automatic aliasing of vertex, normal, color etc. arrays to Vertex Attribute equivelants. Added new osg::GLBeginEndAdapter class for runtime conversion from glBegin/glEnd codes to vertex arrray equivelants. Added automatic shader source conversion from gl_ to osg_ builtins.
This commit is contained in:
224
src/osg/GLBeginEndAdapter.cpp
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224
src/osg/GLBeginEndAdapter.cpp
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/GLBeginEndAdapter>
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#include <osg/State>
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#include <osg/Notify>
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#include <osg/io_utils>
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using namespace osg;
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GLBeginEndAdapter::GLBeginEndAdapter(State* state):
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_state(state),
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_mode(APPLY_LOCAL_MATRICES_TO_VERTICES),
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_normalSet(false),
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_normal(0.0f,0.0f,1.0f),
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_colorSet(false),
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_color(1.0f,1.0f,1.0f,1.0f),
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_maxNumTexCoordComponents(0),
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_texCoord(0.f,0.0f,0.0f,1.0f)
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{
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}
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void GLBeginEndAdapter::PushMatrix()
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{
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if (_matrixStack.empty())
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{
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
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else _matrixStack.push_back(_state->getModelViewMatrix());
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}
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else _matrixStack.push_back(_matrixStack.back());
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}
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void GLBeginEndAdapter::PopMatrix()
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{
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if (!_matrixStack.empty()) _matrixStack.pop_back();
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}
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void GLBeginEndAdapter::LoadIdentity()
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{
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if (_matrixStack.empty()) _matrixStack.push_back(Matrixd::identity());
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else _matrixStack.back().makeIdentity();
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}
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void GLBeginEndAdapter::LoadMatrixd(const GLdouble* m)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(Matrixd(m));
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else _matrixStack.back().set(m);
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}
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void GLBeginEndAdapter::MultMatrixd(const GLdouble* m)
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{
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if (_matrixStack.empty())
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{
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
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else _matrixStack.push_back(_state->getModelViewMatrix());
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}
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_matrixStack.back().preMult(Matrixd(m));
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}
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void GLBeginEndAdapter::Translated(GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty())
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{
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
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else _matrixStack.push_back(_state->getModelViewMatrix());
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}
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_matrixStack.back().preMultTranslate(Vec3d(x,y,z));
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}
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void GLBeginEndAdapter::Scaled(GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty())
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{
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
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else _matrixStack.push_back(_state->getModelViewMatrix());
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}
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_matrixStack.back().preMultScale(Vec3d(x,y,z));
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}
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void GLBeginEndAdapter::Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty())
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{
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
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else _matrixStack.push_back(_state->getModelViewMatrix());
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}
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_matrixStack.back().preMultRotate(Quat(DegreesToRadians(angle), Vec3d(x,y,z)));
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}
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void GLBeginEndAdapter::Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
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{
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_normalSet = true;
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_color.set(red,green,blue,alpha);
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}
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void GLBeginEndAdapter::Normal3f(GLfloat x, GLfloat y, GLfloat z)
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{
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_normalSet = true;
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_normal.set(x,y,z);
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}
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void GLBeginEndAdapter::TexCoord1f(GLfloat x)
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{
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_maxNumTexCoordComponents = 1;
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_texCoord.set(x,0.0f,0.0f,1.0f);
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}
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void GLBeginEndAdapter::TexCoord2f(GLfloat x, GLfloat y)
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{
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_maxNumTexCoordComponents = 2;
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_texCoord.set(x,y,0.0f,1.0f);
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}
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void GLBeginEndAdapter::TexCoord3f(GLfloat x, GLfloat y, GLfloat z)
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{
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_maxNumTexCoordComponents = 3;
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_texCoord.set(x,y,z,1.0);
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}
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void GLBeginEndAdapter::TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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_maxNumTexCoordComponents = 4;
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_texCoord.set(x,y,z,w);
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}
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void GLBeginEndAdapter::Vertex3f(GLfloat x, GLfloat y, GLfloat z)
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{
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osg::Vec3 vertex(x,y,z);
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if (_vertices.valid()) _vertices->push_back(vertex);
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if (_normal.valid()) _normals->push_back(_normal);
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if (_colors.valid()) _colors->push_back(_color);
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if (_texCoords.valid()) _texCoords->push_back(_texCoord);
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}
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void GLBeginEndAdapter::Begin(GLenum mode)
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{
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_overallNormal = _normal;
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_overallColor = _color;
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// reset geometry
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_primitiveMode = mode;
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if (!_vertices) _vertices = new osg::Vec3Array;
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else _vertices->clear();
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_normalSet = false;
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if (!_normals) _normals = new osg::Vec3Array;
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else _normals->clear();
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_colorSet = false;
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if (!_colors) _colors = new osg::Vec4Array;
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else _colors->clear();
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_maxNumTexCoordComponents = 0;
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if (!_texCoords) _texCoords = new osg::Vec4Array;
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else _texCoords->clear();
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}
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void GLBeginEndAdapter::End()
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{
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if (!_vertices || _vertices->empty()) return;
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if (!_matrixStack.empty())
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{
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const osg::Matrixd& matrix = _matrixStack.back();
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES)
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{
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for(Vec3Array::iterator itr = _vertices->begin();
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itr != _vertices->end();
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++itr)
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{
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*itr = *itr * matrix;
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}
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}
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else
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{
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_state->applyModelViewMatrix(new RefMatrix(matrix));
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}
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}
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_state->lazyDisablingOfVertexAttributes();
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_state->setVertexPointer(_vertices.get());
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if (_colorSet)
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{
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_state->setColorPointer(_colors.get());
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}
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else
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{
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glColor4fv(_overallColor.ptr());
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}
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if (_normalSet)
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{
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_state->setNormalPointer(_normals.get());
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}
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else
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{
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glNormal3fv(_overallNormal.ptr());
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}
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if (_maxNumTexCoordComponents!=0)
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{
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_state->setTexCoordPointer(0, _texCoords.get());
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}
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_state->applyDisablingOfVertexAttributes();
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glDrawArrays(_primitiveMode, 0, _vertices->size());
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}
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