Removed some functions which we probably don't need any more.
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@ -154,7 +154,7 @@ namespace PolyVox
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/// vertex. Usually, the resulting normals should be renormalised afterwards.
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/// Note: This function can cause lighting discontinuities accross region boundaries.
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////////////////////////////////////////////////////////////////////////////////
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template <typename VertexType>
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/*template <typename VertexType>
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void SurfaceMesh<VertexType>::sumNearbyNormals(bool bNormaliseResult)
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{
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if(m_vecVertices.size() == 0) //FIXME - I don't think we should need this test, but I have seen crashes otherwise...
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@ -194,9 +194,9 @@ namespace PolyVox
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}
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m_vecVertices[uIndex].setNormal(summedNormals[uIndex]);
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}
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}
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}*/
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template <typename VertexType>
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/*template <typename VertexType>
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void SurfaceMesh<VertexType>::generateAveragedFaceNormals(bool bNormalise, bool bIncludeEdgeVertices)
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{
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Vector3DFloat offset = static_cast<Vector3DFloat>(m_Region.getLowerCorner());
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@ -244,9 +244,9 @@ namespace PolyVox
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iterVertex->setNormal(normal);
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}
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}
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}
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}*/
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template <typename VertexType>
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/*template <typename VertexType>
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polyvox_shared_ptr< SurfaceMesh<VertexType> > SurfaceMesh<VertexType>::extractSubset(std::set<uint8_t> setMaterials)
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{
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polyvox_shared_ptr< SurfaceMesh<VertexType> > result(new SurfaceMesh<VertexType>);
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@ -310,46 +310,6 @@ namespace PolyVox
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result->m_vecLodRecords.push_back(lodRecord);
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return result;
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}
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/*int SurfaceMesh::countMaterialBoundary(void)
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{
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int count = 0;
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for(int ct = 0; ct < m_vecVertices.size(); ct++)
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{
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if(m_vecVertices[ct].m_bIsMaterialEdgeVertex)
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{
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count++;
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}
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}
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return count;
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}
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void SurfaceMesh::growMaterialBoundary(void)
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{
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std::vector<PositionMaterialNormal> vecNewVertices = m_vecVertices;
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for(vector<uint32_t>::iterator iterIndex = m_vecTriangleIndices.begin(); iterIndex != m_vecTriangleIndices.end();)
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{
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PositionMaterialNormal& v0 = m_vecVertices[*iterIndex];
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PositionMaterialNormal& v0New = vecNewVertices[*iterIndex];
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iterIndex++;
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PositionMaterialNormal& v1 = m_vecVertices[*iterIndex];
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PositionMaterialNormal& v1New = vecNewVertices[*iterIndex];
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iterIndex++;
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PositionMaterialNormal& v2 = m_vecVertices[*iterIndex];
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PositionMaterialNormal& v2New = vecNewVertices[*iterIndex];
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iterIndex++;
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if(v0.m_bIsMaterialEdgeVertex || v1.m_bIsMaterialEdgeVertex || v2.m_bIsMaterialEdgeVertex)
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{
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v0New.m_bIsMaterialEdgeVertex = true;
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v1New.m_bIsMaterialEdgeVertex = true;
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v2New.m_bIsMaterialEdgeVertex = true;
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}
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}
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m_vecVertices = vecNewVertices;
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}*/
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template <typename VertexType>
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