Retrait d'instances de mc"clone"
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Microsoft Visual Studio Solution File, Format Version 11.00
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# Visual Studio 2012
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "mcclone", "mcclone\mcclone.vcxproj", "{A21FD938-1FEA-4687-AB86-0EABAC30877B}"
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 16
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VisualStudioVersion = 16.0.31702.278
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SQCSim2021", "SQCSim2021\SQCSim2021.vcxproj", "{A21FD938-1FEA-4687-AB86-0EABAC30877B}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Win32 = Debug|Win32
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Release|Win32 = Release|Win32
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Debug|x86 = Debug|x86
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Release|x86 = Release|x86
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{A21FD938-1FEA-4687-AB86-0EABAC30877B}.Debug|Win32.ActiveCfg = Debug|Win32
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{A21FD938-1FEA-4687-AB86-0EABAC30877B}.Debug|Win32.Build.0 = Debug|Win32
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{A21FD938-1FEA-4687-AB86-0EABAC30877B}.Release|Win32.ActiveCfg = Release|Win32
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{A21FD938-1FEA-4687-AB86-0EABAC30877B}.Release|Win32.Build.0 = Release|Win32
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{A21FD938-1FEA-4687-AB86-0EABAC30877B}.Debug|x86.ActiveCfg = Debug|Win32
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{A21FD938-1FEA-4687-AB86-0EABAC30877B}.Debug|x86.Build.0 = Debug|Win32
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{A21FD938-1FEA-4687-AB86-0EABAC30877B}.Release|x86.ActiveCfg = Release|Win32
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{A21FD938-1FEA-4687-AB86-0EABAC30877B}.Release|x86.Build.0 = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {6A8DAB41-7A0D-46B9-A682-FDA3B2FD0D53}
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EndGlobalSection
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EndGlobal
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@ -2,14 +2,11 @@
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#include <algorithm>
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#include <cmath>
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#include <iostream>
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#include "transformation.h"
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Engine::Engine()
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{
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}
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Engine::Engine() { }
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Engine::~Engine()
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{
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}
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Engine::~Engine() { }
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void Engine::Init()
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{
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@ -41,12 +38,9 @@ void Engine::Init()
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HideCursor();
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}
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void Engine::DeInit()
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{
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}
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void Engine::DeInit() { }
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void Engine::LoadResource()
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{
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void Engine::LoadResource() {
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LoadTexture(m_textureFloor, TEXTURE_PATH "floortile.png");
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LoadTexture(m_textureSkybox, TEXTURE_PATH "curtains.png");
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LoadTexture(m_textureCube, TEXTURE_PATH "kyle.png");
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@ -62,6 +56,8 @@ void Engine::Render(float elapsedTime)
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gameTime += elapsedTime;
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Transformation cube;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Transformations initiales
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@ -71,7 +67,7 @@ void Engine::Render(float elapsedTime)
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// Skybox
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m_textureSkybox.Bind();
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glDepthFunc(GL_ALWAYS);
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glDisable(GL_DEPTH_TEST);
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glBegin(GL_QUADS);
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glTexCoord2f(1, 0);
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@ -110,6 +106,7 @@ void Engine::Render(float elapsedTime)
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glTexCoord2f(1, 1);
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glVertex3f(10.f, -10.f, -10.f);
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glEnd();
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glEnable(GL_DEPTH_TEST);
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// Plancher
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// Les vertex doivent etre affiches dans le sens anti-horaire (CCW)
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@ -128,64 +125,74 @@ void Engine::Render(float elapsedTime)
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glEnd();
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// Cube
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glTranslatef(0.f, 0.f, -7.f);
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cube.ApplyTranslation(0.f, 0.f, -10.f);
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cube.ApplyRotation(gameTime * 100.f, 0.f, 1.f, 0.f);
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cube.ApplyRotation(gameTime * 100.f, 0.f, 0.f, 1.f);
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cube.ApplyRotation(gameTime * 100.f, 1.f, 0.f, 0.f);
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cube.Use();
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m_textureCube.Bind();
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glBegin(GL_QUADS);
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glDepthFunc(GL_GREATER);
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glTexCoord2f(1, 0);
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glVertex3f(1.f, 1.f, -1.f);
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glNormal3f(0, 0, 1);
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glTexCoord2f(0, 0);
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glVertex3f(-1.f, 1.f, -1.f);
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glTexCoord2f(0, 1);
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glVertex3f(-1.f, 1.f, 1.f);
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glTexCoord2f(1, 1);
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glVertex3f(1.f, 1.f, 1.f);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(1.f, -1.f, 1.f);
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glTexCoord2f(0, 0);
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glVertex3f(-1.f, -1.f, 1.f);
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glTexCoord2f(0, 1);
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glVertex3f(-1.f, -1.f, -1.f);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(1.f, -1.f, -1.f);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(1.f, 1.f, 1.f);
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glNormal3f(0, 0, -1);
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glTexCoord2f(0, 0);
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glVertex3f(-1.f, 1.f, 1.f);
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glTexCoord2f(0, 1);
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glVertex3f(-1.f, -1.f, 1.f);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(1.f, -1.f, 1.f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(1.f, -1.f, -1.f);
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glNormal3f(0, -1, 0);
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glTexCoord2f(0, 0);
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glVertex3f(-1.f, -1.f, -1.f);
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glTexCoord2f(0, 1);
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glVertex3f(-1.f, 1.f, -1.f);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(1.f, 1.f, -1.f);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(-1.f, 1.f, 1.f);
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glNormal3f(0, 1, 0);
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glTexCoord2f(0, 0);
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glVertex3f(-1.f, 1.f, -1.f);
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glTexCoord2f(0, 1);
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glVertex3f(-1.f, -1.f, -1.f);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(-1.f, -1.f, 1.f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(1.f, 1.f, -1.f);
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glNormal3f(1, 0, 0);
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glTexCoord2f(0, 0);
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glVertex3f(1.f, 1.f, 1.f);
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glTexCoord2f(0, 1);
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glVertex3f(1.f, -1.f, 1.f);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(1.f, -1.f, -1.f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glNormal3f(-1, 0, 0);
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glTexCoord2f(0, 0);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glTexCoord2f(1, 0);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glTexCoord2f(1, 1);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glTexCoord2f(0, 1);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glEnd();
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}
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