Import Geant4 3.2.0 source tree
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@@ -1,12 +1,28 @@
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// This code implementation is the intellectual property of
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// the GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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// ********************************************************************
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// * DISCLAIMER *
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// * *
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// * The following disclaimer summarizes all the specific disclaimers *
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// * of contributors to this software. The specific disclaimers,which *
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// * govern, are listed with their locations in: *
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// * http://cern.ch/geant4/license *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. *
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// * *
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// * This code implementation is the intellectual property of the *
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// * GEANT4 collaboration. *
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// * By copying, distributing or modifying the Program (or any work *
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// * based on the Program) you indicate your acceptance of this *
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// * statement, and all its terms. *
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// ********************************************************************
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//
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// $Id: G4OpenGLStoredSceneHandler.cc,v 1.9 2001/02/23 15:43:11 johna Exp $
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// GEANT4 tag $Name: geant4-03-01 $
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//
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// $Id: G4OpenGLStoredSceneHandler.cc,v 1.10.2.1 2001/06/28 19:15:43 gunter Exp $
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// GEANT4 tag $Name: $
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//
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//
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// Andrew Walkden 10th February 1997
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@@ -111,7 +127,7 @@ void G4OpenGLStoredSceneHandler::ClearStore () {
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G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
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int i;
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size_t i;
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// Delete OpenGL display lists.
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for (i = 0; i < fPODLList.size (); i++) {
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@@ -158,7 +174,7 @@ void G4OpenGLStoredSceneHandler::EndModeling () {
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// }
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glNewList (fTopPODL, GL_COMPILE); {
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for (int i = 0; i < fPODLList.size (); i++) {
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for (size_t i = 0; i < fPODLList.size (); i++) {
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glPushMatrix();
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G4OpenGLTransform3D oglt (fPODLTransformList [i]);
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glMultMatrixd (oglt.GetGLMatrix ());
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