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@ -63,6 +63,9 @@
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#include "pk/models/mapobjects/gratelamp/gratetorch2.data.h"
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#include "pk/models/mapobjects/gratelamp/gratetorch2b.data.h"
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#include "model/model.h"
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#include "model/icosphere/model.h"
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#include "font/font_bitmap.hpp"
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#include "font/verite_8x16/verite_8x16.data.h"
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#include "palette.hpp"
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@ -420,6 +423,31 @@ void transfer_faces(uint8_t * buf, q3bsp_header_t * header, ta_parameter_writer&
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}
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}
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void transfer_icosphere(ta_parameter_writer& writer, mat4x4& screen_trans)
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{
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const struct model * model = &icosphere_model;
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struct object * object = model->object[0];
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float s = 10;
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mat4x4 scale = {
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s, 0, 0, 0,
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0, s, 0, 0,
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0, 0, s, 0,
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0, 0, 0, 1
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};
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mat4x4 trans = screen_trans * scale;
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for (int i = 0; i < object->triangle_count; i++) {
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const union triangle * tri = &object->triangle[i];
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vec3 a = trans * position[tri->v[0].position];
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vec3 b = trans * position[tri->v[1].position];
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vec3 c = trans * position[tri->v[2].position];
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if (a.z < 0 && b.z < 0 && c.z < 0) return;
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}
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}
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static inline void render_quad(ta_parameter_writer& writer,
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vec3 ap,
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vec3 bp,
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197
model/icosphere/model.h
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197
model/icosphere/model.h
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@ -0,0 +1,197 @@
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#pragma once
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#include "../model.h"
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const vertex_position icosphere_position[] = {
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{0.000000f, -1.000000f, 0.000000f},
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{0.723600f, -0.447215f, 0.525720f},
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{-0.276385f, -0.447215f, 0.850640f},
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{-0.894425f, -0.447215f, 0.000000f},
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{-0.276385f, -0.447215f, -0.850640f},
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{0.723600f, -0.447215f, -0.525720f},
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{0.276385f, 0.447215f, 0.850640f},
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{-0.723600f, 0.447215f, 0.525720f},
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{-0.723600f, 0.447215f, -0.525720f},
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{0.276385f, 0.447215f, -0.850640f},
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{0.894425f, 0.447215f, 0.000000f},
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{0.000000f, 1.000000f, 0.000000f},
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};
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const vertex_texture icosphere_texture[] = {
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{0.181819f, 0.000000f},
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{0.272728f, 0.157461f},
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{0.090910f, 0.157461f},
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{0.363637f, 0.000000f},
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{0.454546f, 0.157461f},
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{0.909091f, 0.000000f},
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{1.000000f, 0.157461f},
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{0.818182f, 0.157461f},
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{0.727273f, 0.000000f},
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{0.636364f, 0.157461f},
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{0.545455f, 0.000000f},
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{0.363637f, 0.314921f},
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{0.181819f, 0.314921f},
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{0.909091f, 0.314921f},
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{0.727273f, 0.314921f},
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{0.545455f, 0.314921f},
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{0.000000f, 0.314921f},
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{0.272728f, 0.472382f},
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{0.090910f, 0.472382f},
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{0.818182f, 0.472382f},
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{0.636364f, 0.472382f},
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{0.454546f, 0.472382f},
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};
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const vertex_normal icosphere_normal[] = {
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{0.1876f, -0.7947f, 0.5774f},
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{0.6071f, -0.7947f, -0.0000f},
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{-0.4911f, -0.7947f, 0.3568f},
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{-0.4911f, -0.7947f, -0.3568f},
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{0.1876f, -0.7947f, -0.5774f},
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{0.9822f, -0.1876f, -0.0000f},
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{0.3035f, -0.1876f, 0.9342f},
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{-0.7946f, -0.1876f, 0.5774f},
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{-0.7946f, -0.1876f, -0.5774f},
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{0.3035f, -0.1876f, -0.9342f},
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{0.7946f, 0.1876f, 0.5774f},
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{-0.3035f, 0.1876f, 0.9342f},
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{-0.9822f, 0.1876f, -0.0000f},
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{-0.3035f, 0.1876f, -0.9342f},
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{0.7946f, 0.1876f, -0.5774f},
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{0.4911f, 0.7947f, 0.3568f},
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{-0.1876f, 0.7947f, 0.5774f},
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{-0.6071f, 0.7947f, -0.0000f},
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{-0.1876f, 0.7947f, -0.5774f},
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{0.4911f, 0.7947f, -0.3568f},
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};
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const union triangle icosphere_Icosphere_triangle[] = {
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{ .v = {
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{0, 0, 0},
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{1, 1, 0},
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{2, 2, 0},
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}},
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{ .v = {
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{1, 1, 1},
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{0, 3, 1},
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{5, 4, 1},
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}},
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{ .v = {
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{0, 5, 2},
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{2, 6, 2},
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{3, 7, 2},
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}},
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{ .v = {
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{0, 8, 3},
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{3, 7, 3},
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{4, 9, 3},
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}},
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{ .v = {
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{0, 10, 4},
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{4, 9, 4},
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{5, 4, 4},
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}},
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{ .v = {
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{1, 1, 5},
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{5, 4, 5},
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{10, 11, 5},
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}},
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{ .v = {
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{2, 2, 6},
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{1, 1, 6},
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{6, 12, 6},
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}},
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{ .v = {
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{3, 7, 7},
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{2, 6, 7},
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{7, 13, 7},
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}},
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{ .v = {
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{4, 9, 8},
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{3, 7, 8},
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{8, 14, 8},
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}},
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{ .v = {
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{5, 4, 9},
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{4, 9, 9},
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{9, 15, 9},
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}},
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{ .v = {
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{1, 1, 10},
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{10, 11, 10},
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{6, 12, 10},
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}},
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{ .v = {
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{2, 2, 11},
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{6, 12, 11},
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{7, 16, 11},
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}},
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{ .v = {
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{3, 7, 12},
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{7, 13, 12},
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{8, 14, 12},
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}},
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{ .v = {
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{4, 9, 13},
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{8, 14, 13},
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{9, 15, 13},
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}},
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{ .v = {
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{5, 4, 14},
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{9, 15, 14},
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{10, 11, 14},
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}},
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{ .v = {
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{6, 12, 15},
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{10, 11, 15},
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{11, 17, 15},
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}},
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{ .v = {
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{7, 16, 16},
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{6, 12, 16},
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{11, 18, 16},
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}},
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{ .v = {
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{8, 14, 17},
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{7, 13, 17},
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{11, 19, 17},
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}},
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{ .v = {
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{9, 15, 18},
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{8, 14, 18},
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{11, 20, 18},
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}},
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{ .v = {
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{10, 11, 19},
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{9, 15, 19},
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{11, 21, 19},
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}},
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};
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const union quadrilateral icosphere_Icosphere_quadrilateral[] = {
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};
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const union line icosphere_Icosphere_line[] = {
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};
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const struct object icosphere_Icosphere = {
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.triangle = &icosphere_Icosphere_triangle[0],
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.quadrilateral = &icosphere_Icosphere_quadrilateral[0],
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.line = &icosphere_Icosphere_line[0],
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.triangle_count = 20,
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.quadrilateral_count = 0,
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.line_count = 0,
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.material = 0,
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};
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const struct object * icosphere_object[] = {
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&icosphere_Icosphere,
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};
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const struct model icosphere_model = {
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.position = icosphere_position,
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.texture = icosphere_texture,
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.normal = icosphere_normal,
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.object = icosphere_object,
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.object_count = 1
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};
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