Cleanup
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README.md
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README.md
@ -3,7 +3,7 @@
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Everything in here is a little sample program or otherwise which
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Everything in here is a little sample program or otherwise which
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uses [haloo3d](https://github.com/randomouscrap98/haloo3d) and
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uses [haloo3d](https://github.com/randomouscrap98/haloo3d) and
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[unigi](https://git.lumen.sh/Fierelier/unigi). It's all software
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[unigi](https://git.lumen.sh/Fierelier/unigi). It's all software
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rendered, but you'll need to get sdl1 so it can render to screen.
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rendered, but you'll need to get sdl2 so it can render to screen.
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The libraries required are set as submodules, so you can pull them
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The libraries required are set as submodules, so you can pull them
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when cloning with:
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when cloning with:
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@ -33,14 +33,13 @@ make FORCE=1 maze.exe
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## Unigi
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## Unigi
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For the time being, unigi is designed such that it expects you to
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Unigi is a small library and is built manually using the 3dtoys makefile.
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compile your entire program as a single unit. This means you must
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You can tinker around with Unigi if you like; it has its own make system,
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include all your .c files into the main file, in the right order.
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but I'm not sure what is required. The parts that are required for 3dtoys
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are handled with the 3dtoys makefile.
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This may change in the future.
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Unigi expects some kind of graphics backend to run. In this case,
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Unigi expects some kind of graphics backend to run. In this case,
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our samples use SDL1, so you'll need to get that.
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our samples use SDL2, so you'll need to get that.
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## Haloo3d
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## Haloo3d
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34
scene.c
34
scene.c
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#include "haloo3d/haloo3d.h"
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#include "haloo3d/haloo3d.h"
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#include "haloo3d/haloo3dex_easy.h"
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// #include "haloo3d/haloo3dex_easy.h"
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#include "haloo3d/haloo3dex_gen.h"
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#include "haloo3d/haloo3dex_gen.h"
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#include "haloo3d/haloo3dex_img.h"
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#include "haloo3d/haloo3dex_img.h"
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#include "haloo3d/haloo3dex_obj.h"
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#include "haloo3d/haloo3dex_obj.h"
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#include "haloo3d/haloo3dex_print.h"
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#include "haloo3d/haloo3dex_print.h"
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#include "unigi/unigi.headers/src/main.h"
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#include "unigi/main.h"
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#include "unigi/unigi.platform.sdl1/src/main.c"
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// #include "unigi/unigi.ext/src/main.c"
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// #include "unigi/unigi.ext/src/main.c"
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#include "camera.h"
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#include "camera.h"
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@ -16,7 +15,7 @@
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#include <time.h>
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#include <time.h>
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#define DOLIGHTING
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#define DOLIGHTING
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#define FASTTRIS
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// #define FASTTRIS
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// IDK you probably have to change this based on your display.
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// IDK you probably have to change this based on your display.
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// Maybe there's a way to fix this?
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// Maybe there's a way to fix this?
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@ -25,6 +24,7 @@
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#define DITHERSTART 100
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#define DITHERSTART 100
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#define DITHEREND 101
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#define DITHEREND 101
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#define PCTSTART 100
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#define WIDTH 640
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#define WIDTH 640
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#define HEIGHT 480
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#define HEIGHT 480
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#define NUMINSTANCES (NUMOBJECTS - 1 + NUMFLOWERS)
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#define NUMINSTANCES (NUMOBJECTS - 1 + NUMFLOWERS)
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#define MAXCAM 1200
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#define MAXCAM 1200
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#ifdef FASTTRIS
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// #ifdef FASTTRIS
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#define WBUFCLEAR FARCLIP
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// #define WBUFCLEAR FARCLIP
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#define TRIFUNC haloo3d_texturedtriangle_fast
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// #define TRIFUNC haloo3d_texturedtriangle_fast
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#else
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// #else
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#define WBUFCLEAR 0
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// #define WBUFCLEAR 0
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#define TRIFUNC haloo3d_texturedtriangle
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// #define TRIFUNC haloo3d_texturedtriangle
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#endif
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// #endif
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#define CALCTIME(thistime, start, end, sum) \
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#define CALCTIME(thistime, start, end, sum) \
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thistime = 1000.0 * (float)(end - start) / CLOCKS_PER_SEC; \
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thistime = 1000.0 * (float)(end - start) / CLOCKS_PER_SEC; \
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// present in this
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// present in this
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haloo3d_trirender rendersettings;
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haloo3d_trirender rendersettings;
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haloo3d_trirender_init(&rendersettings);
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haloo3d_trirender_init(&rendersettings);
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rendersettings.ditherfar = DITHEREND;
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rendersettings.ditherclose = DITHERSTART;
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rendersettings.pctminsize = PCTSTART;
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eprintf("Scene has %d tris, %d verts\n", totalfaces, totalverts);
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eprintf("Scene has %d tris, %d verts\n", totalfaces, totalverts);
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@ -198,7 +201,7 @@ int main(int argc, char **argv) {
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camera.pitch = cams[cami].pitch + MPI_2;
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camera.pitch = cams[cami].pitch + MPI_2;
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// REMEMBER TO CLEAR DEPTH BUFFER
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// REMEMBER TO CLEAR DEPTH BUFFER
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haloo3d_fb_cleardepth(&fb, WBUFCLEAR);
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haloo3d_fb_cleardepth(&fb);
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// Screen matrix calc. We multiply the modelview matrix with this later
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// Screen matrix calc. We multiply the modelview matrix with this later
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haloo3d_camera_calclook(&camera, matrixcam);
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haloo3d_camera_calclook(&camera, matrixcam);
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objects[i].model->vtexture, face);
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objects[i].model->vtexture, face);
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int tris = haloo3d_facef_clip(face, outfaces);
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int tris = haloo3d_facef_clip(face, outfaces);
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if (tris > 0) {
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if (tris > 0) {
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haloo3d_easy_calcdither4x4(&rendersettings, face, DITHERSTART,
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// haloo3d_getdither4x4(float dither, uint8_t *buf)
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DITHEREND);
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// haloo3d_easy_calcdither4x4(&rendersettings, face, DITHERSTART,
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// DITHEREND);
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rendersettings.intensity = 1.0;
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rendersettings.intensity = 1.0;
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if (objects[i].lighting) {
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if (objects[i].lighting) {
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haloo3d_obj_facef(objects[i].model, objects[i].model->faces[fi],
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haloo3d_obj_facef(objects[i].model, objects[i].model->faces[fi],
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// We still have to convert the points into the view
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// We still have to convert the points into the view
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haloo3d_facef_viewport_into(outfaces[ti], WIDTH, HEIGHT);
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haloo3d_facef_viewport_into(outfaces[ti], WIDTH, HEIGHT);
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// eprintf("RENDER TRI\n");
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// eprintf("RENDER TRI\n");
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TRIFUNC(&fb, &rendersettings, outfaces[ti]);
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haloo3d_triangle(&fb, &rendersettings, outfaces[ti]);
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}
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}
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}
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}
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}
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}
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#include "haloo3d/haloo3dex_obj.h"
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#include "haloo3d/haloo3dex_obj.h"
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#include "haloo3d/haloo3dex_print.h"
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#include "haloo3d/haloo3dex_print.h"
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#include "unigi/unigi.headers/src/main.h"
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#include "unigi/main.h"
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#include "unigi/unigi.platform.sdl1/src/main.c"
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// #include "unigi/unigi.ext/src/main.c"
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#include "camera.h"
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#include "camera.h"
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#include "keys.h"
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#include "keys.h"
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// camera.pitch = cams[cami].pitch + MPI_2;
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// camera.pitch = cams[cami].pitch + MPI_2;
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// REMEMBER TO CLEAR DEPTH BUFFER
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// REMEMBER TO CLEAR DEPTH BUFFER
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haloo3d_fb_cleardepth(&fb, WBUFCLEAR);
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haloo3d_fb_cleardepth(&fb);
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// Screen matrix calc. We multiply the modelview matrix with this later
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// Screen matrix calc. We multiply the modelview matrix with this later
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haloo3d_camera_calclook(&camera, matrixcam);
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haloo3d_camera_calclook(&camera, matrixcam);
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}
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}
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// We still have to convert the points into the view
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// We still have to convert the points into the view
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haloo3d_facef_viewport_into(outfaces[ti], WIDTH, HEIGHT);
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haloo3d_facef_viewport_into(outfaces[ti], WIDTH, HEIGHT);
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TRIFUNC(&fb, &rendersettings, outfaces[ti]);
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haloo3d_triangle(&fb, &rendersettings, outfaces[ti]);
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}
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}
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}
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}
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}
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}
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