Created TemplatePrimitiveIndexFunctor to enable easier handling of point, lines, triangles and quad index meshes
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include/osg/TemplatePrimitiveIndexFunctor
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441
include/osg/TemplatePrimitiveIndexFunctor
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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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#ifndef OSG_TERMPLATEPRIMITIVEINDEXFUNCTOR
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#define OSG_TERMPLATEPRIMITIVEINDEXFUNCTOR 1
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#include <osg/PrimitiveSet>
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#include <osg/Notify>
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namespace osg {
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/** Provides access to the primitives that compose an \c osg::Drawable.
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* <p>Notice that \c TemplatePrimitiveIndexFunctor is a class template, and that it inherits
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* from its template parameter \c T. This template parameter must implement
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* <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3
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* v3, bool treatVertexDataAsTemporary)</tt>,
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* <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, bool
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* treatVertexDataAsTemporary)</tt>, <tt>operator()(const osg::Vec3 v1,
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* const osg::Vec3 v2, const osg::Vec3 v3, bool treatVertexDataAsTemporary)</tt>,
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* and <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 v3,
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* const osg::Vec3 v4, bool treatVertexDataAsTemporary)</tt> which will be called
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* for the matching primitive when the functor is applied to a \c Drawable.
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* Parameters \c v1, \c v2, \c v3, and \c v4 are the vertices of the primitive.
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* The last parameter, \c treatVertexDataAsTemporary, indicates whether these
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* vertices are coming from a "real" vertex array, or from a temporary vertex array,
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* created by the \c TemplatePrimitiveIndexFunctor from some other geometry representation.
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* @see \c PrimitiveFunctor for general usage hints.
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*/
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template<class T>
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class TemplatePrimitiveIndexFunctor : public PrimitiveIndexFunctor, public T
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{
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public:
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TemplatePrimitiveIndexFunctor() {}
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virtual ~TemplatePrimitiveIndexFunctor() {}
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virtual void setVertexArray(unsigned int,const Vec2*) {}
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virtual void setVertexArray(unsigned int ,const Vec3*) {}
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virtual void setVertexArray(unsigned int,const Vec4*) {}
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virtual void setVertexArray(unsigned int,const Vec2d*) {}
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virtual void setVertexArray(unsigned int ,const Vec3d*) {}
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virtual void setVertexArray(unsigned int,const Vec4d*) {}
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virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
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{
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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unsigned int pos=first;
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for(GLsizei i=2;i<count;i+=3,pos+=3)
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{
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this->operator()(pos,pos+1,pos+2);
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}
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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unsigned int pos=first;
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for(GLsizei i=2;i<count;++i,++pos)
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{
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if ((i%2)) this->operator()(pos,pos+2,pos+1);
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else this->operator()(pos,pos+1,pos+2);
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}
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break;
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}
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case(GL_QUADS):
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{
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unsigned int pos=first;
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for(GLsizei i=3;i<count;i+=4,pos+=4)
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{
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this->operator()(pos,pos+1,pos+2,pos+3);
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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unsigned int pos=first;
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for(GLsizei i=3;i<count;i+=2,pos+=2)
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{
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this->operator()(pos,pos+1,pos+2,pos+3);
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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unsigned int pos=first+1;
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for(GLsizei i=2;i<count;++i,++pos)
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{
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this->operator()(first,pos,pos+1);
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}
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break;
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}
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case(GL_POINTS):
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{
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unsigned int pos=first;
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for(GLsizei i=0;i<count;++i,++pos)
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{
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this->operator()(pos);
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}
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break;
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}
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case(GL_LINES):
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{
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unsigned int pos=first;
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for(GLsizei i=1;i<count;i+=2,pos+=2)
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{
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this->operator()(pos,pos+1);
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}
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break;
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}
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case(GL_LINE_STRIP):
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{
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unsigned int pos=first;
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for(GLsizei i=1;i<count;++i,++pos)
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{
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this->operator()(pos,pos+1);
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}
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break;
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}
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case(GL_LINE_LOOP):
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{
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unsigned int pos=first;
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for(GLsizei i=1;i<count;++i,++pos)
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{
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this->operator()(pos,pos+1);
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}
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this->operator()(first+count-1,first);
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break;
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}
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
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{
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if (indices==0 || count==0) return;
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typedef GLubyte Index;
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typedef const Index* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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this->operator()(*iptr,*(iptr+1),*(iptr+2));
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
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else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
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}
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break;
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}
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case(GL_QUADS):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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IndexPointer iptr = indices;
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Index first = *iptr;
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++iptr;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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this->operator()(first,*(iptr),*(iptr+1));
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}
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break;
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}
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case(GL_POINTS):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;++iptr)
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this->operator()(*iptr);
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break;
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}
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case(GL_LINES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
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this->operator()(*iptr,*(iptr+1));
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break;
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}
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case(GL_LINE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=1;i<count;++i,++iptr)
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{
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this->operator()(*(iptr),*(iptr+1));
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}
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break;
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}
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case(GL_LINE_LOOP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=1;i<count;++i,++iptr)
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{
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this->operator()(*(iptr),*(iptr+1));
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}
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this->operator()(*(iptr),*(indices));
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break;
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}
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
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{
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if (indices==0 || count==0) return;
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typedef GLushort Index;
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typedef const Index* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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this->operator()(*iptr,*(iptr+1),*(iptr+2));
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
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else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
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}
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break;
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}
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case(GL_QUADS):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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IndexPointer iptr = indices;
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Index first = *iptr;
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++iptr;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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this->operator()(first,*(iptr),*(iptr+1));
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}
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break;
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}
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case(GL_POINTS):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;++iptr)
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this->operator()(*iptr);
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break;
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}
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case(GL_LINES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
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this->operator()(*iptr,*(iptr+1));
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break;
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}
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case(GL_LINE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=1;i<count;++i,++iptr)
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{
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this->operator()(*(iptr),*(iptr+1));
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}
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break;
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}
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case(GL_LINE_LOOP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=1;i<count;++i,++iptr)
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{
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this->operator()(*(iptr),*(iptr+1));
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}
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this->operator()(*(iptr),*(indices));
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break;
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}
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
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{
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if (indices==0 || count==0) return;
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typedef GLuint Index;
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typedef const Index* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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this->operator()(*iptr,*(iptr+1),*(iptr+2));
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
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else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
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}
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break;
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}
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case(GL_QUADS):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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IndexPointer iptr = indices;
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Index first = *iptr;
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++iptr;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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this->operator()(first,*(iptr),*(iptr+1));
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}
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break;
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}
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case(GL_POINTS):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;++iptr)
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this->operator()(*iptr);
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break;
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}
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case(GL_LINES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
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this->operator()(*iptr,*(iptr+1));
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break;
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}
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case(GL_LINE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=1;i<count;++i,++iptr)
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{
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this->operator()(*(iptr),*(iptr+1));
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}
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break;
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}
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case(GL_LINE_LOOP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=1;i<count;++i,++iptr)
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{
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this->operator()(*(iptr),*(iptr+1));
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}
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this->operator()(*(iptr),*(indices));
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break;
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}
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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};
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}
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#endif
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