bugfix on edge rendering bo manager
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@ -1158,12 +1158,19 @@ namespace vcg
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triangles += cit->second - cit->first + 1;
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}
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if (attributestobeupdated[INT_ATT_NAMES::ATT_WEDGETEXTURE] || attributestobeupdated[INT_ATT_NAMES::ATT_VERTTEXTURE])
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_texindnumtriangles[t] = std::make_pair(mit->first, triangles);
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++t;
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}
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if ((attributestobeupdated[INT_ATT_NAMES::ATT_EDGEINDICES]) && (_edge.size() > 0))
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{
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for (typename std::vector<EdgeVertInd>::iterator it = _edge.begin(); it != _edge.end(); ++it)
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unsigned int i = 0;
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for (EdgeVertInd& e : _edge)
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{
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it->_v[0] = vpatlas[it->_v[0]];
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it->_v[1] = vpatlas[it->_v[1]];
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e._v[0] = vpatlas[e._v[0]];
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e._v[1] = vpatlas[e._v[1]];
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++i;
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}
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GLBufferObject* buffobj = _bo[INT_ATT_NAMES::ATT_EDGEINDICES];
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@ -1172,11 +1179,6 @@ namespace vcg
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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if (attributestobeupdated[INT_ATT_NAMES::ATT_WEDGETEXTURE] || attributestobeupdated[INT_ATT_NAMES::ATT_VERTTEXTURE])
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_texindnumtriangles[t] = std::make_pair(mit->first, triangles);
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++t;
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}
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//return (k != tn)
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// throw MeshLabException("Mesh has not been properly partitioned");
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return true;
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