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Improved rendering for nav poly selection, path shader now batches selection lines and tris
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@ -757,7 +757,7 @@ namespace CodeWalker.Rendering
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public void RenderSelectionNavPoly(YnvPoly poly)
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{
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////draw poly triangles
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var pcolour = new Color4(0.6f, 0.95f, 0.6f, 1.0f);
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var pcolour = new Color4(1.0f, 1.0f, 1.0f, 0.2f);
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var colourval = (uint)pcolour.ToRgba();
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var ynv = poly.Ynv;
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var ic = poly._RawData.IndexCount;
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@ -792,6 +792,71 @@ namespace CodeWalker.Rendering
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}
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}
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public void RenderSelectionNavPolyOutline(YnvPoly poly, uint colourval)
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{
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//var colourval = (uint)colour.ToRgba();
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var ynv = poly.Ynv;
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var ic = poly._RawData.IndexCount;
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var startid = poly._RawData.IndexID;
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var endid = startid + ic;
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var lastid = endid - 1;
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var vc = ynv.Vertices.Count;
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var startind = ynv.Indices[startid];
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////draw poly outline
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VertexTypePC v = new VertexTypePC();
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v.Colour = colourval;
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VertexTypePC v0 = new VertexTypePC();
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for (int id = startid; id < endid; id++)
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{
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var ind = ynv.Indices[id];
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if (ind >= vc)
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{ continue; }
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v.Position = ynv.Vertices[ind];
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SelectionLineVerts.Add(v);
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if (id == startid)
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{
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v0 = v;
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}
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else
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{
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SelectionLineVerts.Add(v);
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}
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if (id == lastid)
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{
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SelectionLineVerts.Add(v0);
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}
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}
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////draw poly triangles
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//VertexTypePC v0 = new VertexTypePC();
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//VertexTypePC v1 = new VertexTypePC();
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//VertexTypePC v2 = new VertexTypePC();
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//v0.Position = ynv.Vertices[startind];
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//v0.Colour = colourval;
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//v1.Colour = colourval;
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//v2.Colour = colourval;
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//int tricount = ic - 2;
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//for (int t = 0; t < tricount; t++)
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//{
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// int tid = startid + t;
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// int ind1 = ynv.Indices[tid + 1];
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// int ind2 = ynv.Indices[tid + 2];
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// if ((ind1 >= vc) || (ind2 >= vc))
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// { continue; }
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// v1.Position = ynv.Vertices[ind1];
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// v2.Position = ynv.Vertices[ind2];
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// Renderer.SelectionTriVerts.Add(v0);
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// Renderer.SelectionTriVerts.Add(v1);
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// Renderer.SelectionTriVerts.Add(v2);
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// Renderer.SelectionTriVerts.Add(v0);
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// Renderer.SelectionTriVerts.Add(v2);
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// Renderer.SelectionTriVerts.Add(v1);
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//}
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}
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public void RenderSelectionGeometry(MapSelectionMode mode)
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{
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@ -178,11 +178,24 @@ namespace CodeWalker.Rendering
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SetInputLayout(context, VertexType.PC);
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SetSceneVars(context, camera, null, lights);
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vertices.Clear();
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foreach (var vert in verts)
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int drawn = 0;
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int tricount = verts.Count / 3;
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int maxcount = vertices.StructCount / 3;
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while (drawn < tricount)
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{
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vertices.Add(vert);
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vertices.Clear();
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int offset = drawn*3;
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int bcount = Math.Min(tricount - drawn, maxcount);
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for (int i = 0; i < bcount; i++)
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{
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int t = offset + (i * 3);
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vertices.Add(verts[t + 0]);
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vertices.Add(verts[t + 1]);
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vertices.Add(verts[t + 2]);
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}
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drawn += bcount;
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vertices.Update(context);
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vertices.SetVSResource(context, 0);
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@ -190,6 +203,8 @@ namespace CodeWalker.Rendering
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context.Draw(vertices.CurrentCount, 0);
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}
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}
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public void RenderLines(DeviceContext context, List<VertexTypePC> verts, Camera camera, ShaderGlobalLights lights)
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{
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UseDynamicVerts = true;
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@ -197,17 +212,30 @@ namespace CodeWalker.Rendering
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SetInputLayout(context, VertexType.PC);
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SetSceneVars(context, camera, null, lights);
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vertices.Clear();
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foreach (var vert in verts)
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int drawn = 0;
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int linecount = verts.Count / 2;
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int maxcount = vertices.StructCount / 2;
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while (drawn < linecount)
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{
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vertices.Add(vert);
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vertices.Clear();
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int offset = drawn * 2;
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int bcount = Math.Min(linecount - drawn, maxcount);
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for (int i = 0; i < bcount; i++)
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{
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int t = offset + (i * 2);
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vertices.Add(verts[t + 0]);
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vertices.Add(verts[t + 1]);
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}
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drawn += bcount;
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vertices.Update(context);
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vertices.SetVSResource(context, 0);
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context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList;
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context.Draw(vertices.CurrentCount, 0);
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}
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}
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68
WorldForm.cs
68
WorldForm.cs
@ -1435,7 +1435,8 @@ namespace CodeWalker
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if (selectionItem.NavPoly != null)
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{
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Renderer.RenderSelectionNavPoly(selectionItem.NavPoly);
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//return;//don't render a selection box for nav mesh?
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Renderer.RenderSelectionNavPolyOutline(selectionItem.NavPoly, cgrn);
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return;//don't render a selection box for nav poly
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}
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if (selectionItem.NavPoint != null)
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{
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@ -2717,70 +2718,7 @@ namespace CodeWalker
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if ((CurMouseHit.NavPoly != null) && MouseSelectEnabled)
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{
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var colour = Color4.White;
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var colourval = (uint)colour.ToRgba();
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var poly = CurMouseHit.NavPoly;
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var ynv = poly.Ynv;
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var ic = poly._RawData.IndexCount;
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var startid = poly._RawData.IndexID;
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var endid = startid + ic;
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var lastid = endid - 1;
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var vc = ynv.Vertices.Count;
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var startind = ynv.Indices[startid];
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////draw poly outline
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VertexTypePC v = new VertexTypePC();
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v.Colour = colourval;
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VertexTypePC v0 = new VertexTypePC();
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for (int id = startid; id < endid; id++)
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{
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var ind = ynv.Indices[id];
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if (ind >= vc)
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{ continue; }
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v.Position = ynv.Vertices[ind];
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Renderer.SelectionLineVerts.Add(v);
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if (id == startid)
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{
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v0 = v;
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}
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else
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{
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Renderer.SelectionLineVerts.Add(v);
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}
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if (id == lastid)
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{
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Renderer.SelectionLineVerts.Add(v0);
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}
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}
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////draw poly triangles
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//VertexTypePC v0 = new VertexTypePC();
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//VertexTypePC v1 = new VertexTypePC();
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//VertexTypePC v2 = new VertexTypePC();
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//v0.Position = ynv.Vertices[startind];
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//v0.Colour = colourval;
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//v1.Colour = colourval;
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//v2.Colour = colourval;
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//int tricount = ic - 2;
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//for (int t = 0; t < tricount; t++)
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//{
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// int tid = startid + t;
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// int ind1 = ynv.Indices[tid + 1];
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// int ind2 = ynv.Indices[tid + 2];
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// if ((ind1 >= vc) || (ind2 >= vc))
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// { continue; }
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// v1.Position = ynv.Vertices[ind1];
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// v2.Position = ynv.Vertices[ind2];
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// Renderer.SelectionTriVerts.Add(v0);
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// Renderer.SelectionTriVerts.Add(v1);
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// Renderer.SelectionTriVerts.Add(v2);
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// Renderer.SelectionTriVerts.Add(v0);
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// Renderer.SelectionTriVerts.Add(v2);
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// Renderer.SelectionTriVerts.Add(v1);
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//}
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Renderer.RenderSelectionNavPolyOutline(CurMouseHit.NavPoly, 0xFFFFFFFF);
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}
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}
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