Paging example now uses the new example OpenGLWidget.
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@ -26,7 +26,7 @@ PROJECT(PagingExample)
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#Projects source files
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#Projects source files
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SET(SRC_FILES
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SET(SRC_FILES
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main.cpp
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main.cpp
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OpenGLWidget.cpp
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../common/OpenGLWidget.cpp
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Perlin.cpp
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Perlin.cpp
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)
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)
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@ -1,135 +0,0 @@
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#include "OpenGLWidget.h"
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#include <QMouseEvent>
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using namespace PolyVox;
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using namespace std;
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OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_uBeginIndex(0)
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,m_uEndIndex(0)
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,noOfIndices(0)
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,m_xRotation(0)
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,m_yRotation(0)
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{
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}
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void OpenGLWidget::setMeshToRender(const PolyVox::Mesh<CubicVertex<MaterialDensityPair44> >& surfaceMesh)
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{
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if((surfaceMesh.getNoOfIndices() == 0) || (surfaceMesh.getNoOfVertices() == 0))
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{
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//We don't have a valid mesh
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return;
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}
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//Convienient access to the vertices and indices
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const vector<uint32_t>& vecIndices = surfaceMesh.getIndices();
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const vector<CubicVertex<MaterialDensityPair44> >& vecVertices = surfaceMesh.getVertices();
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//Build an OpenGL index buffer
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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const GLvoid* pIndices = static_cast<const GLvoid*>(&(vecIndices[0]));
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), pIndices, GL_STATIC_DRAW);
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//Build an OpenGL vertex buffer
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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const GLvoid* pVertices = static_cast<const GLvoid*>(&(vecVertices[0]));
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(CubicVertex<MaterialDensityPair44>), pVertices, GL_STATIC_DRAW);
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m_uBeginIndex = 0;
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m_uEndIndex = vecIndices.size();
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noOfIndices = surfaceMesh.getNoOfIndices();
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}
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void OpenGLWidget::initializeGL()
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{
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//We need GLEW to access recent OpenGL functionality
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GLenum err = glewInit();
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if (GLEW_OK != err)
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{
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/* Problem: glewInit failed, something is seriously wrong. */
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std::cout << "GLEW Error: " << glewGetErrorString(err) << std::endl;
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}
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//Set up the clear colour
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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//Enable the depth buffer
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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//Enable smooth lighting
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//glEnable(GL_LIGHTING);
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//glEnable(GL_LIGHT0);
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//glShadeModel(GL_SMOOTH);
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//We'll be rendering with index/vertex arrays
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glEnableClientState(GL_VERTEX_ARRAY);
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//glEnableClientState(GL_NORMAL_ARRAY);
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}
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void OpenGLWidget::resizeGL(int w, int h)
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{
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//Setup the viewport
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glViewport(0, 0, w, h);
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//Set up the projection matrix
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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float frustumSize = 128.0f * 1.7f; //Half the volume diagonal
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float aspect = static_cast<float>(width()) / static_cast<float>(height());
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glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 10.0, 10000);
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}
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void OpenGLWidget::paintGL()
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{
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if(noOfIndices == 0)
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{
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//Nothing to render
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return;
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}
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//Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//Set up the viewing transformation
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f,0.0f,-5000.0f); //Centre volume and move back
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glRotatef(m_xRotation, 1.0f, 0.0f, 0.0f);
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glRotatef(m_yRotation, 0.0f, 1.0f, 0.0f);
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glTranslatef(-128.0f,-128.0f,-128.0f); //Centre volume and move back
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//Bind the index buffer
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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//Bind the vertex buffer
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glVertexPointer(3, GL_FLOAT, sizeof(CubicVertex<MaterialDensityPair44>), 0);
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//glNormalPointer(GL_FLOAT, sizeof(CubicVertex<MaterialDensityPair44>), (GLvoid*)12);
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glDrawRangeElements(GL_TRIANGLES, m_uBeginIndex, m_uEndIndex-1, m_uEndIndex - m_uBeginIndex, GL_UNSIGNED_INT, 0);
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}
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void OpenGLWidget::mousePressEvent(QMouseEvent* event)
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{
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m_CurrentMousePos = event->pos();
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m_LastFrameMousePos = m_CurrentMousePos;
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update();
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}
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void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
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{
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m_CurrentMousePos = event->pos();
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QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
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m_xRotation += diff.x();
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m_yRotation += diff.y();
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m_LastFrameMousePos = m_CurrentMousePos;
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update();
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}
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@ -1,68 +0,0 @@
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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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#ifndef __BasicExample_OpenGLWidget_H__
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#define __BasicExample_OpenGLWidget_H__
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#include "PolyVoxCore/MaterialDensityPair.h"
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#include "PolyVoxCore/Mesh.h"
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#include "glew/glew.h"
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#include <QGLWidget>
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class OpenGLWidget : public QGLWidget
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{
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public:
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//Constructor
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OpenGLWidget(QWidget *parent);
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//Mouse handling
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void mouseMoveEvent(QMouseEvent* event);
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void mousePressEvent(QMouseEvent* event);
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//Convert a SrfaceMesh to OpenGL index/vertex buffers
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void setMeshToRender(const PolyVox::Mesh<PolyVox::CubicVertex<PolyVox::MaterialDensityPair44> >& surfaceMesh);
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protected:
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//Qt OpenGL functions
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void initializeGL();
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void resizeGL(int w, int h);
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void paintGL();
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private:
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//Index/vertex buffer data
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GLuint m_uBeginIndex;
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GLuint m_uEndIndex;
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GLuint noOfIndices;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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//Mouse data
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QPoint m_LastFrameMousePos;
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QPoint m_CurrentMousePos;
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int m_xRotation;
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int m_yRotation;
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};
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#endif //__BasicExample_OpenGLWidget_H__
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@ -190,7 +190,7 @@ int main(int argc, char *argv[])
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std::cout << "#vertices: " << mesh.getNoOfVertices() << std::endl;
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std::cout << "#vertices: " << mesh.getNoOfVertices() << std::endl;
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//Pass the surface to the OpenGL window
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//Pass the surface to the OpenGL window
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openGLWidget.setMeshToRender(mesh);
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openGLWidget.addMesh(mesh);
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//Run the message pump.
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//Run the message pump.
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return app.exec();
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return app.exec();
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