Fix bad includes
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83a1034332
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@ -16,7 +16,7 @@
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#include <libetc.h>
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#include <libetc.h>
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#include <stdio.h>
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#include <stdio.h>
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// Sample vector model
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// Sample vector model
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#include "../includes/cube.c"
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#include "cube.c"
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#define VMODE 0
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#define VMODE 0
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#define SCREENXRES 320
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#define SCREENXRES 320
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#define SCREENYRES 240
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#define SCREENYRES 240
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@ -81,7 +81,7 @@ int main() {
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int AutoRotate=1;
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int AutoRotate=1;
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long t, p, OTz, Flag; // t == vertex count, p == depth cueing interpolation value, OTz == value to create Z-ordered OT, Flag == see LibOver47.pdf, p.143
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long t, p, OTz, Flag; // t == vertex count, p == depth cueing interpolation value, OTz == value to create Z-ordered OT, Flag == see LibOver47.pdf, p.143
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POLY_G3 *poly = {0}; // pointer to a POLY_G4
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POLY_G3 *poly = {0}; // pointer to a POLY_G4
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SVECTOR Rotate={ 0 }; // Rotation coordinates
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SVECTOR Rotate={ 232, 232, 0, 0 }; // Rotation coordinates
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VECTOR Trans={ 0, 0, CENTERX * 3, 0 }; // Translation coordinates
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VECTOR Trans={ 0, 0, CENTERX * 3, 0 }; // Translation coordinates
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// Scaling coordinates
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// Scaling coordinates
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VECTOR Scale={ ONE/2, ONE/2, ONE/2, 0 }; // ONE == 4096
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VECTOR Scale={ ONE/2, ONE/2, ONE/2, 0 }; // ONE == 4096
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@ -124,8 +124,8 @@ int main() {
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TPressed = 0;
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TPressed = 0;
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}
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}
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if (AutoRotate) {
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if (AutoRotate) {
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Rotate.vy += 8; // Pan
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Rotate.vy += 28; // Pan
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Rotate.vx += 8; // Tilt
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Rotate.vx += 28; // Tilt
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//~ Rotate.vz += 8; // Roll
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//~ Rotate.vz += 8; // Roll
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}
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}
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// Clear the current OT
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// Clear the current OT
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167
hello_light/cube.c
Normal file
167
hello_light/cube.c
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@ -0,0 +1,167 @@
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SVECTOR modelCube_mesh[] = {
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{ -128,128,128 },
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{ 128,128,128 },
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{ 128,128,-128 },
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{ -128,128,-128 },
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{ -128,-128,128 },
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{ 128,-128,128 },
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{ 128,-128,-128 },
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{ -128,-128,-128 }
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};
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SVECTOR modelCube_normal[] = {
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2365,-2365,-2365, 0,
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-2365,-2365,-2365, 0,
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-2365,-2365,2365, 0,
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2365,-2365,2365, 0,
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2365,2365,-2365, 0,
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-2365,2365,-2365, 0,
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-2365,2365,2365, 0,
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2365,2365,2365, 0
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};
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CVECTOR modelCube_color[] = {
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255,237,0, 0,
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255,235,0, 0,
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255,236,0, 0,
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255,2,0, 0,
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254,3,0, 0,
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255,8,0, 0,
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229,0,255, 0,
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229,0,255, 0,
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229,0,255, 0,
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5,16,250, 0,
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0,12,255, 0,
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0,12,255, 0,
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4,251,25, 0,
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0,255,26, 0,
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0,255,26, 0,
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0,248,255, 0,
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0,248,255, 0,
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0,248,255, 0,
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255,237,0, 0,
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255,237,0, 0,
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255,235,0, 0,
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255,2,0, 0,
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255,6,2, 0,
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254,3,0, 0,
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229,0,255, 0,
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232,21,232, 0,
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229,0,255, 0,
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5,16,250, 0,
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2,13,253, 0,
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0,12,255, 0,
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4,251,25, 0,
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0,255,26, 0,
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0,255,26, 0,
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0,248,255, 0,
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0,248,255, 0,
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0,248,255, 0
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};
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int modelCube_index[] = {
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0,2,3,
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7,5,4,
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4,1,0,
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5,2,1,
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2,7,3,
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0,7,4,
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0,1,2,
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7,6,5,
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4,5,1,
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5,6,2,
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2,6,7,
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0,3,7
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};
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TMESH modelCube = {
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modelCube_mesh,
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modelCube_normal,
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0,
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modelCube_color,
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12
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};
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SVECTOR modelCube1_mesh[] = {
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{ -128,128,128 },
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{ 128,128,128 },
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{ 128,128,-128 },
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{ -128,128,-128 },
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{ -128,-128,128 },
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{ 128,-128,128 },
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{ 128,-128,-128 },
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{ -128,-128,-128 }
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};
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SVECTOR modelCube1_normal[] = {
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2365,-2365,-2365, 0,
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-2365,-2365,-2365, 0,
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-2365,-2365,2365, 0,
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2365,-2365,2365, 0,
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2365,2365,-2365, 0,
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-2365,2365,-2365, 0,
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-2365,2365,2365, 0,
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2365,2365,2365, 0
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};
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CVECTOR modelCube1_color[] = {
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255,237,0, 0,
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255,235,0, 0,
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255,236,0, 0,
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255,2,0, 0,
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254,3,0, 0,
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255,8,0, 0,
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229,0,255, 0,
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229,0,255, 0,
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229,0,255, 0,
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5,16,250, 0,
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0,12,255, 0,
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0,12,255, 0,
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4,251,25, 0,
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0,255,26, 0,
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0,255,26, 0,
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0,248,255, 0,
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0,248,255, 0,
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0,248,255, 0,
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255,237,0, 0,
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255,237,0, 0,
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255,235,0, 0,
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255,2,0, 0,
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255,6,2, 0,
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254,3,0, 0,
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229,0,255, 0,
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232,21,232, 0,
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229,0,255, 0,
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5,16,250, 0,
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2,13,253, 0,
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0,12,255, 0,
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4,251,25, 0,
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0,255,26, 0,
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0,255,26, 0,
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0,248,255, 0,
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0,248,255, 0,
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0,248,255, 0
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};
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int modelCube1_index[] = {
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0,2,3,
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7,5,4,
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4,1,0,
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5,2,1,
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2,7,3,
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0,7,4,
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0,1,2,
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7,6,5,
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4,5,1,
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5,6,2,
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2,6,7,
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0,3,7
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};
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TMESH modelCube1 = {
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modelCube1_mesh,
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modelCube1_normal,
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0,
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modelCube1_color,
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12
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};
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@ -16,7 +16,7 @@
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#include <libetc.h>
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#include <libetc.h>
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#include <stdio.h>
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#include <stdio.h>
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// Sample vector model
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// Sample vector model
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#include "../includes/cube.c"
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#include "cube.c"
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#define VMODE 0
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#define VMODE 0
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#define SCREENXRES 320
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#define SCREENXRES 320
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@ -201,7 +201,7 @@ int main() {
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t+=3;
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t+=3;
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}
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}
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// Find and apply light rotation matrix
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// Find and apply light rotation matrix
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//~ // Find rotmat from light angles
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// Find rotmat from light angles
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RotMatrix_gte(&lgtang, &rotlgt);
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RotMatrix_gte(&lgtang, &rotlgt);
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// Find rotmat from cube angles
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// Find rotmat from cube angles
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RotMatrix_gte(&Rotate, &rotcube);
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RotMatrix_gte(&Rotate, &rotcube);
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