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Thirdparty/Pangolin/include/pangolin/gl/glvbo.h
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225
Thirdparty/Pangolin/include/pangolin/gl/glvbo.h
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/* This file is part of the Pangolin Project.
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* http://github.com/stevenlovegrove/Pangolin
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*
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* Copyright (c) 2011 Steven Lovegrove
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#pragma once
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#include <pangolin/gl/gl.h>
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namespace pangolin
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{
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////////////////////////////////////////////////
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// Interface
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////////////////////////////////////////////////
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void MakeTriangleStripIboForVbo(GlBuffer& ibo, int w, int h);
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GlBuffer MakeTriangleStripIboForVbo(int w, int h);
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void RenderVbo(GlBuffer& vbo, GLenum mode = GL_POINTS);
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void RenderVboCbo(GlBuffer& vbo, GlBuffer& cbo, bool draw_color = true, GLenum mode = GL_POINTS);
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void RenderVboIbo(GlBuffer& vbo, GlBuffer& ibo, bool draw_mesh = true);
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void RenderVboIboCbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& cbo, bool draw_mesh = true, bool draw_color = true);
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void RenderVboIboNbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& nbo, bool draw_mesh = true, bool draw_normals = true);
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void RenderVboIboCboNbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& cbo, GlBuffer& nbo, bool draw_mesh = true, bool draw_color = true, bool draw_normals = true);
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////////////////////////////////////////////////
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// Implementation
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////////////////////////////////////////////////
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inline void MakeTriangleStripIboForVbo(GlBuffer& ibo, int w, int h)
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{
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const int num_elements = w*(h-1)*2;
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unsigned int* buffer = new unsigned int[num_elements];
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unsigned int* ptr = buffer;
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for(int y=0; y < (h-1);)
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{
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for(int x=0; x<w; ++x) {
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(*ptr++) = y*w+x;
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(*ptr++) = (y+1)*w+x;
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}
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++y;
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if(y>=(h-1)) break;
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for(int x=w-1; x>=0; --x) {
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(*ptr++) = y*w+x;
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(*ptr++) = (y+1)*w+x;
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}
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++y;
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}
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ibo.Reinitialise(GlElementArrayBuffer, num_elements, GL_UNSIGNED_INT, 1, GL_STATIC_DRAW );
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ibo.Upload(buffer, sizeof(unsigned int)*num_elements );
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delete[] buffer;
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}
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inline GlBuffer MakeTriangleStripIboForVbo(int w, int h)
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{
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GlBuffer ibo;
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MakeTriangleStripIboForVbo(ibo,w,h);
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return ibo;
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}
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inline void RenderVbo(GlBuffer& vbo, GLenum mode)
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{
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vbo.Bind();
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glVertexPointer(vbo.count_per_element, vbo.datatype, 0, 0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glDrawArrays(mode, 0, vbo.num_elements);
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glDisableClientState(GL_VERTEX_ARRAY);
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vbo.Unbind();
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}
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inline void RenderVboCbo(GlBuffer& vbo, GlBuffer& cbo, bool draw_color, GLenum mode )
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{
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if(draw_color) {
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cbo.Bind();
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glColorPointer(cbo.count_per_element, cbo.datatype, 0, 0);
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glEnableClientState(GL_COLOR_ARRAY);
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}
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RenderVbo(vbo,mode);
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if(draw_color) {
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glDisableClientState(GL_COLOR_ARRAY);
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cbo.Unbind();
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}
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}
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inline void RenderVboIbo(GlBuffer& vbo, GlBuffer& ibo, bool draw_mesh)
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{
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vbo.Bind();
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glVertexPointer(vbo.count_per_element, vbo.datatype, 0, 0);
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glEnableClientState(GL_VERTEX_ARRAY);
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if(draw_mesh) {
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ibo.Bind();
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glDrawElements(GL_TRIANGLE_STRIP,ibo.num_elements, ibo.datatype, 0);
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ibo.Unbind();
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}else{
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glDrawArrays(GL_POINTS, 0, vbo.num_elements);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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vbo.Unbind();
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}
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inline void RenderVboIboCbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& cbo, bool draw_mesh, bool draw_color )
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{
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if(draw_color) {
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cbo.Bind();
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glColorPointer(cbo.count_per_element, cbo.datatype, 0, 0);
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glEnableClientState(GL_COLOR_ARRAY);
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}
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RenderVboIbo(vbo,ibo,draw_mesh);
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if(draw_color) {
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glDisableClientState(GL_COLOR_ARRAY);
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cbo.Unbind();
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}
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}
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inline void RenderVboIboCboNbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& cbo, GlBuffer& nbo, bool draw_mesh, bool draw_color, bool draw_normals)
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{
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if(draw_color) {
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cbo.Bind();
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glColorPointer(cbo.count_per_element, cbo.datatype, 0, 0);
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glEnableClientState(GL_COLOR_ARRAY);
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}
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if(draw_normals) {
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nbo.Bind();
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glNormalPointer(nbo.datatype, (GLsizei)(nbo.count_per_element * GlDataTypeBytes(nbo.datatype)),0);
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glEnableClientState(GL_NORMAL_ARRAY);
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}
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vbo.Bind();
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glVertexPointer(vbo.count_per_element, vbo.datatype, 0, 0);
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glEnableClientState(GL_VERTEX_ARRAY);
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if(draw_mesh) {
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ibo.Bind();
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glDrawElements(GL_TRIANGLE_STRIP,ibo.num_elements, ibo.datatype, 0);
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ibo.Unbind();
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}else{
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glDrawArrays(GL_POINTS, 0, vbo.num_elements);
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}
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if(draw_color) {
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glDisableClientState(GL_COLOR_ARRAY);
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cbo.Unbind();
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}
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if(draw_normals) {
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glDisableClientState(GL_NORMAL_ARRAY);
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nbo.Unbind();
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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vbo.Unbind();
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}
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inline void RenderVboIboNbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& nbo, bool draw_mesh, bool draw_normals)
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{
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vbo.Bind();
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glVertexPointer(vbo.count_per_element, vbo.datatype, 0, 0);
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glEnableClientState(GL_VERTEX_ARRAY);
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if(draw_normals) {
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nbo.Bind();
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glNormalPointer(nbo.datatype, (GLsizei)(nbo.count_per_element * GlDataTypeBytes(nbo.datatype)), 0);
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glEnableClientState(GL_NORMAL_ARRAY);
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}
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if(draw_mesh) {
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ibo.Bind();
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glDrawElements(GL_TRIANGLE_STRIP,ibo.num_elements, ibo.datatype, 0);
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ibo.Unbind();
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}else{
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glDrawArrays(GL_POINTS, 0, vbo.num_elements);
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}
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if(draw_normals) {
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glDisableClientState(GL_NORMAL_ARRAY);
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nbo.Unbind();
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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vbo.Unbind();
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}
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}
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