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Viewing changes to hacks/glx/morph3d.c

  • Committer: Bazaar Package Importer
  • Author(s): Ted Gould
  • Date: 2008-08-28 16:15:25 UTC
  • mfrom: (1.1.6 upstream) (2.1.3 lenny)
  • Revision ID: james.westby@ubuntu.com-20080828161525-mxga521aoezxjq8h
Tags: 5.07-0ubuntu1
* Upgrade upstream version
* debian/control: Remove suggest xdaliclock as it is no longer
  included
* Remove 10_jwz-screensaver-randr-patch-3.patch as it has been merged
  upstream.
* Add 24_hacks_xsublim_enable.patch as it seems that xsublim was dropped
  from the build files.  There is nothing in the Changelog about it
  so I believe it was accidental.
* Updating the .desktop files from the XML files using gnome-screensaver's
  utility to do so.  Lots of text updates.  Also:
    * Added: abstractile.desktop
    * Added: cwaves.desktop
    * Added: m6502.desktop
    * Added: skytentacles.desktop
    * Removed: xteevee.desktop
* xscreensaver-gl-extra.files: Added skytentacles
* xscreensaver-data-extra.files: Added abstractile, cwaves and m6502
* xscreensaver-data.files: Remove partial abstractile, m6502 and cwaves

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      NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                    \
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      glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                             \
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      glVertex3f(VertX, VertY, VertZ);                                                                           \
 
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      mi->polygon_count++;                                                                                       \
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                                                                                                                 \
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      Xf-=Ax; Yf-=Ay; Xa-=Ax; Yb-=Ay;                                                                            \
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                                                                                                                 \
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      NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                    \
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      glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                             \
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      glVertex3f(VertX, VertY, VertZ);                                                                           \
 
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      mi->polygon_count++;                                                                                       \
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                                                                                                                 \
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      Xf-=Ax; Yf+=Ay; Xa-=Ax; Yb+=Ay;                                                                            \
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    }                                                                                                            \
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      NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                    \
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      glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                             \
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      glVertex3f(VertX, VertY, VertZ);                                                                           \
 
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      mi->polygon_count++;                                                                                       \
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    }                                                                                                            \
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    glEnd();                                                                                                     \
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  }                                                                                                              \
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        NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ;                                  \
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        NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                  \
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        glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                           \
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        glVertex3f(VertX, VertY, VertZ);                                                                         \
 
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                glVertex3f(VertX, VertY, VertZ);                                                                         \
 
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            mi->polygon_count++;                                                                                     \
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                                                                                                                 \
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        Xf-=x[Fi]; Yf-=y[Fi]; Xa-=x[Fi]; Yb-=y[Fi];                                                              \
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                                                                                                                 \
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        Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2);                                                         \
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        Factor1=1-((sqr(Xa)+Yf2)*AmpVr2);                                                                        \
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        Factor2=1-((Xf2+sqr(Yb))*AmpVr2);                                                                        \
 
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                Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2);                                                         \
 
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                Factor1=1-((sqr(Xa)+Yf2)*AmpVr2);                                                                        \
 
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                Factor2=1-((Xf2+sqr(Yb))*AmpVr2);                                                                        \
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        VertX=Factor*Xf;        VertY=Factor*Yf;        VertZ=Factor*Zf;                                         \
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        NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ;                                  \
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        NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                  \
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        glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                           \
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        glVertex3f(VertX, VertY, VertZ);                                                                         \
 
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                glVertex3f(VertX, VertY, VertZ);                                                                         \
 
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            mi->polygon_count++;                                                                                     \
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                                                                                                                 \
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      }                                                                                                          \
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      Xf=(float)Ri*x[Fi+1];                                                                                      \
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      glEnd();                                                                                                   \
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    }                                                                                                            \
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  }                                                                                                              \
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  VS=(Factor<0);                                                                                             \
 
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  VS=(Factor<0);                                                                                                     \
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}
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static void
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        if (!mp->glx_context)
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                return;
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    mi->polygon_count = 0;
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        glXMakeCurrent(display, window, *(mp->glx_context));
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        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);