Removed smoothing for now
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@@ -255,11 +255,11 @@ void PartInstance::addSmoothTriangle(Vector3 v1, Vector3 v2, Vector3 v3)
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addVertex(v1,color);
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addVertex(v2,color);
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addVertex(v3,color);
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//addNormals(cross(v2-v1,v3-v1).direction());
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addSingularNormal(v1.direction());
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addSingularNormal(v2.direction());
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addSingularNormal(v3.direction());
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addNormals(cross(v2-v1,v3-v1).direction());
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//addSingularNormal(Vector3(cross(v2-v1,v3-v1) + cross(v3-v2,v1-v2) + cross(v1-v3,v2-v3)).direction());
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//addSingularNormal(v1.direction());
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//addSingularNormal(v2.direction());
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//addSingularNormal(v3.direction());
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}
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@@ -837,16 +837,18 @@ void PartInstance::render(RenderDevice* rd) {
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// Back Left Bottom Corner
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makeFace(174,84,132);*/
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float radius = renderSize.y;
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float radius = renderSize.y + (renderSize.y * (1 - cos(pi() / 12)));
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Vector2 xy[13];
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for(int i = 0; i < 13; i++)
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{
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//Get the next point
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float y = radius * cos(((double)i-0.523599) * pi()/6);
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float z = radius * sin(((double)i-0.523599) * pi()/6);
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xy[i] = Vector2(y,z);
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}
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for(int i = 0; i < 12; i++)
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{
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//Create a Quad for the face (i to i+1)
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addSmoothTriangle(
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Vector3(renderSize.x, xy[i].x, xy[i].y),
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Vector3(-renderSize.x, xy[i].x, xy[i].y),
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@@ -855,10 +857,12 @@ void PartInstance::render(RenderDevice* rd) {
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Vector3(renderSize.x, xy[i].x, xy[i].y),
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Vector3(-renderSize.x, xy[i+1].x, xy[i+1].y),
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Vector3(renderSize.x, xy[i+1].x, xy[i+1].y));
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//Cap on the right
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addTriangle(
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Vector3(renderSize.x, xy[0].x, xy[0].y),
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Vector3(renderSize.x, xy[i].x, xy[i].y),
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Vector3(renderSize.x, xy[i+1].x, xy[i+1].y));
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//Cap on the left
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addTriangle(
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Vector3(-renderSize.x, xy[i+1].x, xy[i+1].y),
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Vector3(-renderSize.x, xy[i].x, xy[i].y),
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