OpenGL: delete bl_debug_draw
Eliminating this chunk of legacy GL as part of T49043. We can introduce some sort of "debug plate" to fill this need in the future.
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5de33c3b64
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6ab42eb0bd
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@ -95,20 +95,6 @@ void BLI_scanfill_obj_dump(ScanFillContext *sf_ctx)
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}
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#endif
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#if 0
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void BLI_scanfill_view3d_dump(ScanFillContext *sf_ctx)
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{
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ScanFillEdge *eed;
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bl_debug_draw_quad_clear();
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bl_debug_color_set(0x0000ff);
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for (eed = sf_ctx->filledgebase.first; eed; eed = eed->next) {
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bl_debug_draw_edge_add(eed->v1->co, eed->v2->co);
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}
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}
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#endif
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static ListBase *edge_isect_ls_ensure(GHash *isect_hash, ScanFillEdge *eed)
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{
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ListBase *e_ls;
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@ -81,12 +81,6 @@
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/* use accelerated overlap check */
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#define USE_BVH
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// #define USE_BOOLEAN_RAYCAST_DRAW
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#ifdef USE_BOOLEAN_RAYCAST_DRAW
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/* insert bl_debug_draw_quad_clear... here */
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#endif
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// #define USE_DUMP
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static void tri_v3_scale(
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@ -1006,10 +1000,6 @@ bool BM_mesh_intersect(
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int i_a, i_b;
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#endif
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#ifdef USE_BOOLEAN_RAYCAST_DRAW
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bl_debug_draw_quad_clear();
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#endif
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s.bm = bm;
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s.edgetri_cache = BLI_ghash_new(BLI_ghashutil_inthash_v4_p, BLI_ghashutil_inthash_v4_cmp, __func__);
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@ -1607,17 +1597,6 @@ bool BM_mesh_intersect(
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do_flip = (side == 0);
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break;
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}
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#ifdef USE_BOOLEAN_RAYCAST_DRAW
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{
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unsigned int colors[4] = {0x00000000, 0xffffffff, 0xff000000, 0x0000ff};
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float co_other[3] = {UNPACK3(co)};
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co_other[0] += 1000.0f;
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bl_debug_color_set(colors[(hits & 1) == 1]);
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bl_debug_draw_edge_add(co, co_other);
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}
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#endif
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}
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if (do_remove) {
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@ -108,18 +108,6 @@
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static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
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float winmat[4][4], const char *viewname);
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/* handy utility for drawing shapes in the viewport for arbitrary code.
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* could add lines and points too */
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// #define DEBUG_DRAW
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#ifdef DEBUG_DRAW
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static void bl_debug_draw(void);
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/* add these locally when using these functions for testing */
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extern void bl_debug_draw_quad_clear(void);
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extern void bl_debug_draw_quad_add(const float v0[3], const float v1[3], const float v2[3], const float v3[3]);
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extern void bl_debug_draw_edge_add(const float v0[3], const float v1[3]);
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extern void bl_debug_color_set(const unsigned int col);
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#endif
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void circ(float x, float y, float rad)
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{
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glBegin(GL_LINE_LOOP);
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@ -2997,10 +2985,7 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
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/* draw viewport using opengl */
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if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) {
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view3d_main_region_draw_objects(C, scene, v3d, ar, &grid_unit);
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#ifdef DEBUG_DRAW
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bl_debug_draw();
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#endif
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if (G.debug & G_DEBUG_SIMDATA)
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draw_sim_debug_data(scene, v3d, ar);
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@ -3019,104 +3004,3 @@ void view3d_main_region_draw_legacy(const bContext *C, ARegion *ar)
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BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xray));
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BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xraytransp));
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}
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#ifdef DEBUG_DRAW
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/* debug drawing */
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#define _DEBUG_DRAW_QUAD_TOT 1024
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#define _DEBUG_DRAW_EDGE_TOT 1024
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static float _bl_debug_draw_quads[_DEBUG_DRAW_QUAD_TOT][4][3];
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static int _bl_debug_draw_quads_tot = 0;
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static float _bl_debug_draw_edges[_DEBUG_DRAW_QUAD_TOT][2][3];
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static int _bl_debug_draw_edges_tot = 0;
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static unsigned int _bl_debug_draw_quads_color[_DEBUG_DRAW_QUAD_TOT];
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static unsigned int _bl_debug_draw_edges_color[_DEBUG_DRAW_EDGE_TOT];
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static unsigned int _bl_debug_draw_color;
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void bl_debug_draw_quad_clear(void)
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{
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_bl_debug_draw_quads_tot = 0;
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_bl_debug_draw_edges_tot = 0;
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_bl_debug_draw_color = 0x00FF0000;
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}
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void bl_debug_color_set(const unsigned int color)
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{
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_bl_debug_draw_color = color;
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}
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void bl_debug_draw_quad_add(const float v0[3], const float v1[3], const float v2[3], const float v3[3])
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{
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if (_bl_debug_draw_quads_tot >= _DEBUG_DRAW_QUAD_TOT) {
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printf("%s: max quad count hit %d!", __func__, _bl_debug_draw_quads_tot);
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}
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else {
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float *pt = &_bl_debug_draw_quads[_bl_debug_draw_quads_tot][0][0];
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copy_v3_v3(pt, v0); pt += 3;
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copy_v3_v3(pt, v1); pt += 3;
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copy_v3_v3(pt, v2); pt += 3;
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copy_v3_v3(pt, v3); pt += 3;
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_bl_debug_draw_quads_color[_bl_debug_draw_quads_tot] = _bl_debug_draw_color;
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_bl_debug_draw_quads_tot++;
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}
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}
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void bl_debug_draw_edge_add(const float v0[3], const float v1[3])
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{
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if (_bl_debug_draw_quads_tot >= _DEBUG_DRAW_EDGE_TOT) {
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printf("%s: max edge count hit %d!", __func__, _bl_debug_draw_edges_tot);
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}
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else {
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float *pt = &_bl_debug_draw_edges[_bl_debug_draw_edges_tot][0][0];
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copy_v3_v3(pt, v0); pt += 3;
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copy_v3_v3(pt, v1); pt += 3;
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_bl_debug_draw_edges_color[_bl_debug_draw_edges_tot] = _bl_debug_draw_color;
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_bl_debug_draw_edges_tot++;
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}
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}
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static void bl_debug_draw(void)
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{
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unsigned int color;
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if (_bl_debug_draw_quads_tot) {
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int i;
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color = _bl_debug_draw_quads_color[0];
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cpack(color);
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for (i = 0; i < _bl_debug_draw_quads_tot; i ++) {
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if (_bl_debug_draw_quads_color[i] != color) {
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color = _bl_debug_draw_quads_color[i];
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cpack(color);
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}
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glBegin(GL_LINE_LOOP);
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glVertex3fv(_bl_debug_draw_quads[i][0]);
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glVertex3fv(_bl_debug_draw_quads[i][1]);
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glVertex3fv(_bl_debug_draw_quads[i][2]);
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glVertex3fv(_bl_debug_draw_quads[i][3]);
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glEnd();
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}
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}
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if (_bl_debug_draw_edges_tot) {
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int i;
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color = _bl_debug_draw_edges_color[0];
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cpack(color);
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glBegin(GL_LINES);
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for (i = 0; i < _bl_debug_draw_edges_tot; i ++) {
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if (_bl_debug_draw_edges_color[i] != color) {
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color = _bl_debug_draw_edges_color[i];
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cpack(color);
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}
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glVertex3fv(_bl_debug_draw_edges[i][0]);
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glVertex3fv(_bl_debug_draw_edges[i][1]);
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}
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glEnd();
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color = _bl_debug_draw_edges_color[0];
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cpack(color);
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glPointSize(4.0f);
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glBegin(GL_POINTS);
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for (i = 0; i < _bl_debug_draw_edges_tot; i ++) {
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if (_bl_debug_draw_edges_color[i] != color) {
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color = _bl_debug_draw_edges_color[i];
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cpack(color);
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}
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glVertex3fv(_bl_debug_draw_edges[i][0]);
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glVertex3fv(_bl_debug_draw_edges[i][1]);
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}
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glEnd();
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}
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}
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#endif
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