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added rendering lines between avatar bones
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parent
87fd0f7a91
commit
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3 changed files with 53 additions and 15 deletions
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@ -961,13 +961,13 @@ void Head::updateHandMovement()
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// adjust right hand and elbow according to hand offset
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// adjust right hand and elbow according to hand offset
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//----------------------------------------------------------------
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//----------------------------------------------------------------
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition += handOffset;
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition += handOffset;
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glm::dvec3 armVector = avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition;
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glm::vec3 armVector = avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition;
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armVector -= avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
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armVector -= avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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// test to see if right hand is being dragged beyond maximum arm length
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// test to see if right hand is being dragged beyond maximum arm length
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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double distance = glm::length( armVector );
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float distance = glm::length( armVector );
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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@ -979,10 +979,10 @@ void Head::updateHandMovement()
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// reset right hand to be constrained to maximum arm length
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// reset right hand to be constrained to maximum arm length
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
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glm::dvec3 armNormal = armVector / distance;
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glm::vec3 armNormal = armVector / distance;
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armVector = armNormal * avatar.maxArmLength;
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armVector = armNormal * (float)avatar.maxArmLength;
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distance = avatar.maxArmLength;
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distance = avatar.maxArmLength;
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glm::dvec3 constrainedPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
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glm::vec3 constrainedPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
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constrainedPosition += armVector;
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constrainedPosition += armVector;
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition = constrainedPosition;
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].worldPosition = constrainedPosition;
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}
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}
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@ -990,8 +990,8 @@ void Head::updateHandMovement()
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// set elbow position
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// set elbow position
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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glm::dvec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
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glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
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newElbowPosition += armVector * ONE_HALF;
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newElbowPosition += armVector * (float)ONE_HALF;
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glm::dvec3 perpendicular = glm::dvec3( -armVector.y, armVector.x, armVector.z );
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glm::dvec3 perpendicular = glm::dvec3( -armVector.y, armVector.x, armVector.z );
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newElbowPosition += perpendicular * ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF;
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newElbowPosition += perpendicular * ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF;
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avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].worldPosition = newElbowPosition;
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avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].worldPosition = newElbowPosition;
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@ -1005,21 +1005,57 @@ void Head::renderBody()
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{
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{
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glColor3fv(skinColor);
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glColor3fv(skinColor);
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// Render bones as spheres
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for (int b=0; b<NUM_AVATAR_BONES; b++)
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for (int b=0; b<NUM_AVATAR_BONES; b++)
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{
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{
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glPushMatrix();
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glPushMatrix();
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glTranslatef( avatar.bone[b].worldPosition.x, avatar.bone[b].worldPosition.y, avatar.bone[b].worldPosition.z );
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glTranslatef( avatar.bone[b].worldPosition.x, avatar.bone[b].worldPosition.y, avatar.bone[b].worldPosition.z );
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glScalef( 0.02, 0.02, 0.02 );
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glutSolidSphere( .02, 10, 5 );
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glutSolidSphere( 1, 10, 5 );
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glPopMatrix();
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glPopMatrix();
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}
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}
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// Render lines connecting the bones
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glColor3f(1,1,1);
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glLineWidth(3.0);
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glBegin(GL_LINE_STRIP);
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glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_NECK].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_SHOULDER].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_UPPER_ARM].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_FOREARM].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_HAND].worldPosition.x);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_SHOULDER].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_UPPER_ARM].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_FOREARM].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_HAND].worldPosition.x);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_MID_SPINE].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].worldPosition.x);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_PELVIS].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_THIGH].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_SHIN].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_FOOT].worldPosition.x);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_PELVIS].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_THIGH].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_SHIN].worldPosition.x);
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glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_FOOT].worldPosition.x);
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glEnd();
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}
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}
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// Transmit data to agents requesting it
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// Transmit data to agents requesting it
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//called on me just prior to sending data to others (continuasly called)
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//called on me just prior to sending data to others (continuasly called)
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@ -104,7 +104,7 @@ enum AvatarBones
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struct AvatarBone
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struct AvatarBone
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{
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{
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AvatarBones parent;
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AvatarBones parent;
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glm::dvec3 worldPosition;
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glm::vec3 worldPosition;
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glm::dvec3 defaultPosePosition;
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glm::dvec3 defaultPosePosition;
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glm::dvec3 velocity;
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glm::dvec3 velocity;
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double yaw;
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double yaw;
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@ -1078,10 +1078,12 @@ void reshape(int width, int height)
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WIDTH = width;
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WIDTH = width;
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HEIGHT = height;
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HEIGHT = height;
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glMatrixMode(GL_PROJECTION); //hello
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glMatrixMode(GL_PROJECTION); //hello
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fov.setResolution(width, height)
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fov.setResolution(width, height)
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.setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
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.setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
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.setPerspective(0.7854f);
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.setPerspective(0.7854f);
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glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
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glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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