Import Geant4 10.2.0 source tree
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@@ -24,7 +24,7 @@
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// ********************************************************************
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//
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//
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// $Id: G4OpenGLSceneHandler.cc 85263 2014-10-27 08:58:31Z gcosmo $
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// $Id: G4OpenGLSceneHandler.cc 91686 2015-07-31 09:40:08Z gcosmo $
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//
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//
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// Andrew Walkden 27th March 1996
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@@ -348,9 +348,6 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
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G4Vector3D r = start; r.rotate(phi, viewpointDirection);
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G4Vector3D p = polymarker[iPoint] + r;
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#ifdef G4DEBUG_VIS_OGL
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printf(".....G4OpenGLSceneHandler::AddPrimitive polyhedron QUADS VBO 5\n");
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#endif
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fOglVertex.push_back(p.x());
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fOglVertex.push_back(p.y());
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fOglVertex.push_back(p.z());
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@@ -747,9 +744,6 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
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vertex[edgeCount].y(),
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vertex[edgeCount].z());
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#else
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#ifdef G4DEBUG_VIS_OGL
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printf(".....G4OpenGLSceneHandler::AddPrimitive polyhedron QUADS VBO 2\n");
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#endif
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fOglVertex.push_back(vertex[edgeCount].x());
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fOglVertex.push_back(vertex[edgeCount].y());
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fOglVertex.push_back(vertex[edgeCount].z());
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@@ -817,9 +811,6 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
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vertex[edgeCount].y(),
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vertex[edgeCount].z());
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#else
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#ifdef G4DEBUG_VIS_OGL
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printf(".....G4OpenGLSceneHandler::AddPrimitive polyhedron QUADS VBO 3\n");
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#endif
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fOglVertex.push_back(vertex[edgeCount].x());
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fOglVertex.push_back(vertex[edgeCount].y());
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fOglVertex.push_back(vertex[edgeCount].z());
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@@ -993,9 +984,6 @@ void G4OpenGLSceneHandler::OptimizeVBOForCons(G4int aNoFaces){
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void G4OpenGLSceneHandler::glBeginVBO(GLenum type) {
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fDrawArrayType = type;
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#ifdef G4DEBUG_VIS_OGL
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printf("G4OpenGLSceneHandler::glBeginVBO %d\n",type);
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#endif
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#ifndef G4VIS_BUILD_OPENGLWT_DRIVER
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glGenBuffers(1,&fVertexBufferObject);
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glGenBuffers(1,&fIndicesBufferObject);
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@@ -1105,11 +1093,7 @@ void G4OpenGLSceneHandler::glEndVBO() {
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//----------------------------
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glBindBuffer(GL_ARRAY_BUFFER, fVertexBufferObject);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, fIndicesBufferObject);
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#ifdef G4DEBUG_VIS_OGL
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printf("G4OpenGLSceneHandler::glEndVBO() To DrawElements:%d vertex and %d indices\n",fOglVertex.size()/6,fOglIndices.size());
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#endif
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// the fVertexPositionAttribute is inside the G4OpenGLViewer
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G4OpenGLViewer* pGLViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
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if (pGLViewer) {
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