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https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 12:02:47 -05:00
update readme images, tweak shader initialization order
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@@ -3,7 +3,8 @@ A new (basic) implementation of the Todd-Coxeter algorithm for Coxeter groups in
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---
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Example output with group F4.
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images/500-multi.png
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images/500-multi.png
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After Width: | Height: | Size: 661 KiB |
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images/600-slice.png
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images/600-slice.png
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After Width: | Height: | Size: 155 KiB |
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images/f4-slice.png
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images/f4-slice.png
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After Width: | Height: | Size: 102 KiB |
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images/f4-wire.png
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images/f4-wire.png
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After Width: | Height: | Size: 254 KiB |
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screen.png
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screen.png
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Before Width: | Height: | Size: 219 KiB |
@@ -115,7 +115,6 @@ int main(int argc, char *argv[]) {
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GLuint proj_pipe;
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glCreateProgramPipelines(1, &proj_pipe);
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// GLuint defer, direct_ortho, direct_stereo, slice, curve_stereo, solid;
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GLuint defer, direct_ortho, direct_stereo;
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GLuint slice, curve_ortho, curve_stereo;
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GLuint solid;
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@@ -131,14 +130,13 @@ int main(int argc, char *argv[]) {
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solid = utilCreateShaderProgramFile(GL_FRAGMENT_SHADER, {"shaders/solid.fs.glsl"});
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glUseProgramStages(slice_pipe, GL_VERTEX_SHADER_BIT, defer);
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glUseProgramStages(slice_pipe, GL_GEOMETRY_SHADER_BIT, slice);
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glUseProgramStages(slice_pipe, GL_FRAGMENT_SHADER_BIT, solid);
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glUseProgramStages(proj_pipe, GL_VERTEX_SHADER_BIT, direct_stereo);
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// glUseProgramStages(proj_pipe, GL_GEOMETRY_SHADER_BIT, curve_stereo);
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glUseProgramStages(proj_pipe, GL_FRAGMENT_SHADER_BIT, solid);
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glUseProgramStages(slice_pipe, GL_VERTEX_SHADER_BIT, defer);
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glUseProgramStages(slice_pipe, GL_GEOMETRY_SHADER_BIT, slice);
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glUseProgramStages(slice_pipe, GL_FRAGMENT_SHADER_BIT, solid);
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} catch (const gl_error &e) {
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std::cerr << e.what() << std::endl;
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glfwTerminate();
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