EgtGraphics :
- modifiche per visualizzazione spilloni Zmap con colori.
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+6
-9
@@ -350,8 +350,7 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
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TriFlags3d TFlags ;
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TriNormals3d TNrms ;
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for ( int i = 0 ; i < 3 ; ++i) {
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// i triangoli sono sempre parte di un quadrilatero -> terzo lato da non visualizzare
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TFlags.bFlag[i] = ( i != 2 ? true : false) ;
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TFlags.bFlag[i] = true ;
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TNrms.vtN[i] = Tria.GetN() ;
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}
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pGraphics->AddTriangle( Tria, TFlags, TNrms) ;
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@@ -360,17 +359,15 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
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}
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// visualizzazione spilloni
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if ( m_nShowZmap == ZSM_LINES || m_nShowZmap == ZSM_BOTH) {
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POLYLINELIST lstPL ;
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Color vCol[3] = {BLUE, RED, GREEN} ;
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for ( int k = 0 ; k < 3 ; ++ k) {
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switch ( k) {
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case 0 : pGraphics->AddColor( BLUE) ; break ;
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case 1 : pGraphics->AddColor( RED) ; break ;
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case 2 : pGraphics->AddColor( GREEN) ; break ;
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}
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pGraphics->AddColor( vCol[k]) ;
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pGraphics->AddMaterial( vCol[k], vCol[k], vCol[k], 10) ;
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pGraphics->AddBackMaterial( vCol[k]) ;
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for ( int i = 0 ; ; ++ i) {
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bool bOutBreak = false ;
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for ( int j = 0 ; ; ++ j) {
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lstPL.clear() ;
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POLYLINELIST lstPL ;
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if ( pZmap->GetDexelLines( k, j, i, lstPL)) {
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for ( const auto& PL : lstPL)
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pGraphics->AddPolyLine( PL) ;
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