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put necessary api vars from PGraphics3 into PGraphics
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@@ -302,21 +302,10 @@ public class PGraphics extends PImage implements PConstants {
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// Material properties
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public float ambientR, ambientG, ambientB;
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public int ambientRi, ambientGi, ambientBi;
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public float specularR, specularG, specularB, specularA;
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public int specularRi, specularGi, specularBi, specularAi;
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public float emissiveR, emissiveG, emissiveB;
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public int emissiveRi, emissiveGi, emissiveBi;
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public float shininess;
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// Used to shuttle lighting calcs around
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// (no need to re-allocate all the time)
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public float[] tempLightingContribution = new float[LIGHT_COLOR_COUNT];
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public float[] worldNormal = new float[4];
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// ........................................................
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/** Camera field of view (in radians, as of rev 86) */
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@@ -343,7 +332,7 @@ public class PGraphics extends PImage implements PConstants {
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/** Maximum lights by default is 8, which is arbitrary,
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but is the minimum defined by OpenGL */
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protected static final int MAX_LIGHTS = 8;
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public static final int MAX_LIGHTS = 8;
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public int lightCount = 0;
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@@ -379,60 +368,18 @@ public class PGraphics extends PImage implements PConstants {
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Internally these are stored as numbers between 0 and 1. */
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public float lightsSpecularR[], lightsSpecularG[], lightsSpecularB[];
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/** Current specular color for lighting */
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public float lightSpecularR;
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public float lightSpecularG;
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public float lightSpecularB;
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/** Current light falloff */
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public float lightFalloffConstant;
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public float lightFalloffLinear;
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public float lightFalloffQuadratic;
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// ........................................................
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// pos of first vertex of current shape in vertices array
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protected int vertex_start;
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// i think vertex_end is actually the last vertex in the current shape
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// and is separate from vertexCount for occasions where drawing happens
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// on endFrame with all the triangles being depth sorted
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protected int vertex_end;
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// vertices may be added during clipping against the near plane.
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protected int vertex_end_including_clip_verts;
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// used for sorting points when triangulating a polygon
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// warning - maximum number of vertices for a polygon is DEFAULT_VERTICES
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int vertex_order[] = new int[DEFAULT_VERTICES];
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// ........................................................
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public int pathCount;
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public int pathOffset[] = new int[64];
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public int pathLength[] = new int[64];
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// ........................................................
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// lines
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static final int DEFAULT_LINES = 512;
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PLine line; // used for drawing
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public int lines[][] = new int[DEFAULT_LINES][LINE_FIELD_COUNT];
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public int lineCount;
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// ........................................................
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// triangles
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static final int DEFAULT_TRIANGLES = 256;
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PTriangle triangle;
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public int triangles[][] =
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new int[DEFAULT_TRIANGLES][TRIANGLE_FIELD_COUNT];
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public float triangleColors[][][] =
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new float[DEFAULT_TRIANGLES][3][TRIANGLE_COLOR_COUNT];
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public int triangleCount; // total number of triangles
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// cheap picking someday
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int shape_index;
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// ........................................................
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/**
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* Sets whether texture coordinates passed to
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* vertex() calls will be based on coordinates that are
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@@ -449,12 +396,9 @@ public class PGraphics extends PImage implements PConstants {
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/** Current vertical coordinate for texture, see above. */
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public float textureV;
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/** Current image being used as a texture */
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public PImage textureImage;
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static final int DEFAULT_TEXTURES = 3;
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protected PImage textures[] = new PImage[DEFAULT_TEXTURES];
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int texture_index;
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// ........................................................
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/**
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@@ -469,7 +413,6 @@ public class PGraphics extends PImage implements PConstants {
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// [toxi031031] new & faster sphere code w/ support flexibile resolutions
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// will be set by sphereDetail() or 1st call to sphere()
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public int sphereDetail = 0;
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float sphereX[], sphereY[], sphereZ[];
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