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added im3d transform flags
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@@ -208,7 +208,7 @@ closeIm3D(void)
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}
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void
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im3DTransform(void *vertices, int32 numVertices, Matrix *world)
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im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
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{
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if(world == nil){
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Matrix ident;
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@@ -218,6 +218,9 @@ im3DTransform(void *vertices, int32 numVertices, Matrix *world)
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setWorldMatrix(world);
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im3dShader->use();
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if((flags & im3d::VERTEXUV) == 0)
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SetRenderStatePtr(TEXTURERASTER, nil);
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// TODO: fixed size
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glBindBuffer(GL_ARRAY_BUFFER, im3DVbo);
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glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(Im3DVertex),
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@@ -17,7 +17,7 @@ void im2DRenderIndexedPrimitive(PrimitiveType primType,
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void openIm3D(void);
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void closeIm3D(void);
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void im3DTransform(void *vertices, int32 numVertices, Matrix *world);
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void im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags);
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void im3DRenderPrimitive(PrimitiveType primType);
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void im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices);
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void im3DEnd(void);
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