fix list insertion bug and try to trim to a viewport
This commit is contained in:
parent
9c44ea9c58
commit
d48ffe52b4
139
hiddenwire.c
139
hiddenwire.c
@ -102,7 +102,7 @@ svg_line(
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float thick
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)
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{
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printf("<line x1=\"%f\" y1=\"%f\" x2=\"%f\" y2=\"%f\" stroke=\"%s\" stroke-width=\"%.1fpx\"/>\n",
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printf("<line x1=\"%fpx\" y1=\"%fpx\" x2=\"%fpx\" y2=\"%fpx\" stroke=\"%s\" stroke-width=\"%.1fpx\"/>\n",
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p1[0],
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p1[1],
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p2[0],
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@ -287,6 +287,7 @@ tri_insert(
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// either we reached the end of the list,
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// or we have found where our new triangle is sorted
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t->next = *zlist;
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t->prev = zlist;
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*zlist = t;
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if (t->next)
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t->next->prev = &t->next;
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@ -448,6 +449,8 @@ tri_coplanar(
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* setting t0 to 0, this becomes:
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* p = a * t1 + b * t2
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* which is two equations with two unknowns
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*
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* Returns true if the point is inside the triangle
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*/
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int
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tri_find_z(
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@ -702,6 +705,48 @@ return;
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}
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/*
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* Fast check to see if t2 is entire occluded by t.
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*/
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int
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tri_behind(
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const tri_t * const t,
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const tri_t * const t2
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)
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{
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float z0, z1, z2;
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int inside0 = tri_find_z(t, &t2->p[0], &z0);
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int inside1 = tri_find_z(t, &t2->p[1], &z1);
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int inside2 = tri_find_z(t, &t2->p[2], &z2);
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// easy check -- if none of the points are inside,
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// t2 is not entirely occluded
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if (!inside0 || !inside1 || !inside2)
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return 0;
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// are all of the intersection points ahead of t2?
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int behind0 = t2->p[0].p[2] >= z0;
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int behind1 = t2->p[1].p[2] >= z1;
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int behind2 = t2->p[2].p[2] >= z2;
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if (behind0 && behind1 && behind2)
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return 1;
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// it is a STL violation if they are not all on the
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// same side (this would indicate that t and t2 intersect
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// go ahead and prune since it will cause problems
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if (behind0 || behind1 || behind2)
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{
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fprintf(stderr, "WARNING: triangles intersect %.0f %.0f %.0f inside %d %d %d behind %d %d %d\n", z0, z1, z2, inside0, inside1, inside2, behind0, behind1, behind2);
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tri_print(t);
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tri_print(t2);
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return 1;
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}
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// they are all on the same side
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return 0;
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}
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int v3_parse(v3_t * out, const char * str)
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{
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int rc = sscanf(str, "%f,%f,%f",
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@ -713,7 +758,27 @@ int v3_parse(v3_t * out, const char * str)
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return -1;
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return 0;
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}
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int onscreen(
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const v3_t * const p,
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const float width,
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const float height
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)
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{
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if (p->p[0] < -width/2 || width/2 < p->p[0])
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return 0;
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if (p->p[1] < -height/2 || height/2 < p->p[1])
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return 0;
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/*
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if (p->p[0] < 0 || width < p->p[0])
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return 0;
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if (p->p[1] < 0 || height < p->p[1])
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return 0;
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*/
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return 1;
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}
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int main(
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int argc,
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@ -736,6 +801,8 @@ int main(
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float scale = 1;
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float fov = 45;
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float prune = 0.1;
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float width = 4096;
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float height = 2048;
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while((opt = getopt_long(argc, argv ,"h?vBCHc:l:s:u:p:F:", long_options, NULL)) != -1)
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{
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@ -803,10 +870,10 @@ int main(
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const camera_t * const cam = camera_new(eye, lookat, up, fov, scale);
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printf("<svg xmlns=\"http://www.w3.org/2000/svg\">\n");
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printf("<svg xmlns=\"http://www.w3.org/2000/svg\" width=\"%.0fpx\" height=\"%.0fpx\" viewbox=\"0 0 %.0f %.0f\">\n", width, height, width, height);
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float off_x = 0;
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float off_y = 0;
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float off_x = 0; // width/2;
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float off_y = 0; // height/2;
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printf("<g transform=\"translate(%f %f)\">\n", off_x, off_y);
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int rejected = 0;
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@ -815,6 +882,10 @@ int main(
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seg_t * slist_visible = NULL;
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int retained = 0;
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int backface = 0;
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int small_area = 0;
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int behind = 0;
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int offscreen = 0;
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// transform the stl by the camera projection and generate
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// a z-sorted list of triangles
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@ -825,7 +896,9 @@ int main(
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v3_t s[3];
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for(int j = 0 ; j < 3 ; j++)
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{
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camera_project(cam, &stl->p[j], &s[j]);
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}
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if(debug >= 2)
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fprintf(stderr, "%.3f,%.3f,%.3f -> %.1f,%.1f,%.1f\n",
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@ -841,32 +914,82 @@ int main(
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// reject this face if any of the vertices are behind us
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if (tri->min[2] < 0)
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{
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behind++;
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goto reject;
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}
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// do a back-face cull to determine if this triangle
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// is not facing us. we have to determine the orientation
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// from the winding of the new projection
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if (do_backface && tri->normal.p[2] <= 0)
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{
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backface++;
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goto reject;
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}
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// if it has any off-screen coords, reject it
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if (!onscreen(&tri->p[0], width, height)
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|| !onscreen(&tri->p[1], width, height)
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|| !onscreen(&tri->p[2], width, height))
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{
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tri_print(tri);
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offscreen++;
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goto reject;
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}
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// prune the small triangles in the screen space
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if (tri_area_2d(tri) < prune)
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{
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small_area++;
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goto reject;
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}
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retained++;
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const float a = v3_dist_2d(&tri->p[0], &tri->p[1]);
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const float b = v3_dist_2d(&tri->p[1], &tri->p[2]);
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const float c = v3_dist_2d(&tri->p[2], &tri->p[0]);
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if( a < prune || b < prune || c < prune)
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{
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small_area++;
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goto reject;
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}
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// it passes the first tests, so insert the triangle
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// into the list and the three line segments
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tri_insert(&zlist, tri);
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retained++;
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continue;
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reject:
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tri_delete(tri);
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rejected++;
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}
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if (debug)
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fprintf(stderr, "Retained %d, rejected %d triangles\n", retained, rejected);
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fprintf(stderr, "Retained %d triangles, rejected %d behind, %d offscreen, %d backface, %d small\n", retained, behind, offscreen, backface, small_area);
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// drop any triangles that are totally occluded by another
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// triangle. this reduces the amount of work for later
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rejected = 0;
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for(tri_t * t = zlist ; t ; t = t->next)
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{
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tri_t * t2_next;
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for(tri_t * t2 = zlist ; t2 ; t2 = t2_next)
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{
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t2_next = t2->next;
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if (t == t2)
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continue;
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if (!tri_behind(t, t2))
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continue;
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// t2 is occluded by t, remove it from the list
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rejected++;
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tri_delete(t2);
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}
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}
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if (debug)
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fprintf(stderr, "Rejected %d fully occluded triangles\n", rejected);
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// generate a list of segments, dropping any coplanar ones
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