patch to force immediate mode (bug with vbo to be solved)
bug in call glTexCoordPointer fixed
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3bd7cbe5ea
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@ -746,10 +746,16 @@ void SplatRenderer<MeshType>::drawSplats(std::vector<MeshType*> & meshes, vcg::G
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// check if we have to use the immediate mode
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// check if we have to use the immediate mode
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if(meshes.empty()) return;
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if(meshes.empty()) return;
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int nV = 0;
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int nV = 0;
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/* temporary patch: If the number of vertices is above IMMEDIATE_MODE_THR,
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use the immediate mode
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*/
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const int IMMEDIATE_MODE_THR = 0;
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unsigned int ii = 0;
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unsigned int ii = 0;
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for(; ii < meshes.size();++ii){
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for(; ii < meshes.size();++ii){
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nV+=meshes[ii]->vn;
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nV+=meshes[ii]->vn;
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if((nV>150000) || (meshes[ii]->vn!=(int) meshes[ii]->vert.size()))
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if((nV>IMMEDIATE_MODE_THR) || (meshes[ii]->vn!=(int) meshes[ii]->vert.size()))
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break;
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break;
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}
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}
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bool immediatemode = ii<meshes.size() ;
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bool immediatemode = ii<meshes.size() ;
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@ -793,7 +799,7 @@ void SplatRenderer<MeshType>::drawSplats(std::vector<MeshType*> & meshes, vcg::G
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glTexCoordPointer(
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glTexCoordPointer(
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1,
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1,
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GL_FLOAT,
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GL_FLOAT,
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size_t(m.vert[1].cR())-size_t(m.vert[0].cR()),
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size_t(&m.vert[1].cR())-size_t(&m.vert[0].cR()),
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&m.vert[0].cR()
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&m.vert[0].cR()
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);
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);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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