Switch to using floats instead of shorts for normal data - they're supposed to be faster.
Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
This commit is contained in:
@@ -531,22 +531,22 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
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glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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@@ -561,25 +561,25 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
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// the m_rgba field of RAS_TexVert
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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@@ -599,17 +599,17 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
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glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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@@ -621,19 +621,19 @@ void RAS_OpenGLRasterizer::IndexPrimitives(const vecVertexArray & vertexarrays,
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{
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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@@ -735,25 +735,25 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
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glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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@@ -788,28 +788,28 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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@@ -846,19 +846,19 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
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glColor4d(rgbacolor[0], rgbacolor[1], rgbacolor[2], rgbacolor[3]);
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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@@ -888,21 +888,21 @@ void RAS_OpenGLRasterizer::IndexPrimitives_Ex(const vecVertexArray & vertexarray
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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glColor4ubv((const GLubyte *)&(vertexarray[(indexarray[vindex])].getRGBA()));
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if (!recalc)
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glNormal3sv(vertexarray[(indexarray[vindex])].getNormal());
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glNormal3fv(vertexarray[(indexarray[vindex])].getNormal());
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glTexCoord2fv(vertexarray[(indexarray[vindex])].getUV1());
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glVertex3fv(vertexarray[(indexarray[vindex])].getLocalXYZ());
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vindex++;
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