a16aba4b05
* Code restructuring and clean-up * Use of glLists to store the rotation and painting of the cube. That way things are only calculated when something changed. Painting the cube is still required in each frame as it would break all other effects. * Use face culling to paint the cube in the correct sequence. * Move loading of all settings to cube effect. In preparation of getting rid of cylinder and sphere classes Known regression: cylinder and sphere caps are partly broken. BUG: 171235 svn path=/trunk/KDE/kdebase/workspace/; revision=922023
214 lines
7.3 KiB
C++
214 lines
7.3 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "cube.h"
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#include "cylinder.h"
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#include <kdebug.h>
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#include <KStandardDirs>
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#include <math.h>
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#include <GL/gl.h>
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namespace KWin
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{
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KWIN_EFFECT( cylinder, CylinderEffect )
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KWIN_EFFECT_SUPPORTED( cylinder, CylinderEffect::supported() )
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CylinderEffect::CylinderEffect()
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: CubeEffect()
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, mInited( false )
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, mValid( true )
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, mShader( 0 )
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{
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reconfigure( ReconfigureAll );
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}
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CylinderEffect::~CylinderEffect()
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{
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delete mShader;
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}
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void CylinderEffect::reconfigure( ReconfigureFlags )
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{
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loadConfig( "Cylinder" );
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}
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bool CylinderEffect::supported()
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{
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return GLShader::fragmentShaderSupported() &&
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(effects->compositingType() == OpenGLCompositing);
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}
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bool CylinderEffect::loadData()
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{
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mInited = true;
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QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.frag");
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QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.vert");
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if(fragmentshader.isEmpty() || vertexshader.isEmpty())
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{
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kError(1212) << "Couldn't locate shader files" << endl;
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return false;
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}
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mShader = new GLShader(vertexshader, fragmentshader);
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if(!mShader->isValid())
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{
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kError(1212) << "The shader failed to load!" << endl;
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return false;
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}
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else
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{
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mShader->bind();
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mShader->setUniform( "winTexture", 0 );
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mShader->setUniform( "opacity", cubeOpacity );
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QRect rect = effects->clientArea( FullScreenArea, activeScreen, effects->currentDesktop());
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if( effects->numScreens() > 1 && (slide || bigCube ) )
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rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
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mShader->setUniform( "width", (float)rect.width() );
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mShader->unbind();
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}
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return true;
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}
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void CylinderEffect::paintCube( int mask, QRegion region, ScreenPaintData& data )
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{
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glPushMatrix();
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QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop());
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float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f;
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float radian = (cubeAngle*0.5)*M_PI/180;
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// height of the triangle compound of one side of the cube and the two bisecting lines
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float midpoint = rect.width()*0.5*tan(radian);
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// radius of the circle
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float radius = (rect.width()*0.5)/cos(radian);
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glTranslatef( 0.0, 0.0, midpoint - radius );
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CubeEffect::paintCube( mask, region, data );
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glPopMatrix();
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}
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void CylinderEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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if( activated )
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{
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if( cube_painting )
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{
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if( w->isOnDesktop( painting_desktop ))
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{
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data.quads = data.quads.makeGrid( 40 );
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QRect rect = effects->clientArea( FullArea, activeScreen, painting_desktop );
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if( w->x() < rect.width()/2 && w->x() + w->width() > rect.width()/ 2 )
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data.quads = data.quads.splitAtX( rect.width()/2 - w->x() );
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
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}
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else
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{
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w->disablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
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}
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}
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}
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effects->prePaintWindow( w, data, time );
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}
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void CylinderEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( activated && cube_painting )
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{
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if( mValid && !mInited )
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mValid = loadData();
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bool useShader = mValid;
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if( useShader )
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{
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mShader->bind();
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mShader->setUniform( "windowWidth", (float)w->width() );
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mShader->setUniform( "windowHeight", (float)w->height() );
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mShader->setUniform( "xCoord", (float)w->x() );
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mShader->setUniform( "cubeAngle", (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f );
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data.shader = mShader;
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}
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CubeEffect::paintWindow( w, mask, region, data );
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if( useShader )
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{
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mShader->unbind();
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}
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}
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else
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effects->paintWindow( w, mask, region, data );
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}
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void CylinderEffect::paintCap( float z, float zTexture )
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{
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if( ( !paintCaps ) || effects->numberOfDesktops() <= 2 )
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return;
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CubeEffect::paintCap( z, zTexture );
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QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
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float cubeAngle = (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f;
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float radian = (cubeAngle*0.5)*M_PI/180;
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// height of the triangle compound of one side of the cube and the two bisecting lines
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float midpoint = rect.width()*0.5*tan(radian);
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// radius of the circle
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float radius = (rect.width()*0.5)/cos(radian);
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// paint round part of the cap
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glPushMatrix();
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float zTranslate = zPosition + zoom;
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if( start )
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zTranslate *= timeLine.value();
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if( stop )
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zTranslate *= ( 1.0 - timeLine.value() );
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glTranslatef( 0.0, 0.0, -zTranslate );
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float triangleWidth = 40.0;
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for( int i=0; i<effects->numberOfDesktops(); i++ )
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{
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glPushMatrix();
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glTranslatef( rect.width()/2, 0.0, -z );
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glRotatef( i*(360.0f/effects->numberOfDesktops()), 0.0, 1.0, 0.0 );
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glTranslatef( -rect.width()/2, 0.0, z );
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glBegin( GL_TRIANGLE_STRIP );
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for( int j=0; j<rect.width()/triangleWidth; j++ )
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{
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float zValue = 0.0;
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// distance from midpoint of desktop to x coord
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// calculation is same as in shader -> see comments
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float distance = rect.width()*0.5 - (j*triangleWidth);
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if( (j*triangleWidth) > rect.width()*0.5 )
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{
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distance = (j*triangleWidth) - rect.width()*0.5;
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}
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// distance in correct format
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float angle = acos( distance/radius );
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float h = radius;
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// if distance == 0 -> angle=90 -> tan(90) singularity
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if( distance != 0.0 )
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h = tan( angle ) * distance;
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zValue = h - midpoint;
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glVertex3f( j*triangleWidth, 0.0, zValue );
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glVertex3f( (j+1)*triangleWidth, 0.0, 0.0 );
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}
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glEnd();
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glPopMatrix();
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}
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glPopMatrix();
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}
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} // namespace
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