Changed class Level to deal with changes to class Triangle
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@@ -127,15 +127,15 @@ namespace OpenArena
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{
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//Vertex Data
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input >> readBuffer;
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triangles[i].vertecies[i2].x = atof(readBuffer.c_str());
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triangles[i].vertecies[i2].coordinates.x = atof(readBuffer.c_str());
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input >> readBuffer;
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triangles[i].vertecies[i2].y = atof(readBuffer.c_str());
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triangles[i].vertecies[i2].coordinates.y = atof(readBuffer.c_str());
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input >> readBuffer;
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triangles[i].vertecies[i2].z = atof(readBuffer.c_str());
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triangles[i].vertecies[i2].coordinates.z = atof(readBuffer.c_str());
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input >> readBuffer;
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triangles[i].texCoords[i2].x = (float)atof(readBuffer.c_str());
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triangles[i].vertecies[i2].textureCoordinates.x = (float)atof(readBuffer.c_str());
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input >> readBuffer;
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triangles[i].texCoords[i2].y = (float)atof(readBuffer.c_str());
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triangles[i].vertecies[i2].textureCoordinates.y = (float)atof(readBuffer.c_str());
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}
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//Normal
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@@ -260,11 +260,11 @@ namespace OpenArena
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for(unsigned int i2=0; i2<3; i2++)
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{
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output << triangles[i].vertecies[i2].x << " "
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<< triangles[i].vertecies[i2].y << " "
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<< triangles[i].vertecies[i2].z << " "
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<< triangles[i].texCoords[i2].x << " "
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<< triangles[i].texCoords[i2].y << endl;
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output << triangles[i].vertecies[i2].coordinates.x << " "
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<< triangles[i].vertecies[i2].coordinates.y << " "
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<< triangles[i].vertecies[i2].coordinates.z << " "
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<< triangles[i].vertecies[i2].textureCoordinates.x << " "
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<< triangles[i].vertecies[i2].textureCoordinates.y << endl;
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}
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output << triangles[i].normal.x << " "
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@@ -302,11 +302,11 @@ namespace OpenArena
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// glNormal3f((GLfloat)triangles[i].normal.x, (GLfloat)triangles[i].normal.y, (GLfloat)triangles[i].normal.z);
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for (uint32 i2=0; i2<3; i2++)
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{
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glTexCoord2f(triangles[i].texCoords[i2].x,
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triangles[i].texCoords[i2].y);
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glVertex3f((GLfloat)triangles[i].vertecies[i2].x,
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(GLfloat)triangles[i].vertecies[i2].y,
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(GLfloat)triangles[i].vertecies[i2].z);
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glTexCoord2f(triangles[i].vertecies[i2].textureCoordinates.x,
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triangles[i].vertecies[i2].textureCoordinates.y);
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glVertex3f((GLfloat)triangles[i].vertecies[i2].coordinates.x,
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(GLfloat)triangles[i].vertecies[i2].coordinates.y,
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(GLfloat)triangles[i].vertecies[i2].coordinates.z);
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}
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glEnd();
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}
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