calculate screen bounding boxes for each mesh object
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7 changed files with 193 additions and 3 deletions
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@ -1,7 +1,7 @@
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#include "engine/tinygl/zgl.h"
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void glGetIntegerv(int pname,int *params) {
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void tglGetIntegerv(int pname,int *params) {
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GLContext *c=gl_get_context();
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switch (pname) {
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@ -32,7 +32,7 @@ void glGetIntegerv(int pname,int *params) {
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}
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}
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void glGetFloatv(int pname, float *v) {
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void tglGetFloatv(int pname, float *v) {
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int i;
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int mnr = 0; // just a trick to return the correct matrix
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GLContext *c = gl_get_context();
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