use glCullFace GL_FRONT to avoid having to flip triangles
triangle-jni: some loop optimizations
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@@ -145,8 +145,8 @@ public class ExtrusionLayer extends Layer {
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i = 0;
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}
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indices[i++] = first;
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indices[i++] = (short) (first + k + 4);
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indices[i++] = (short) (first + k + 2);
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indices[i++] = (short) (first + k + 4);
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}
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mCurIndices[IND_ROOF].used = i;
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}
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@@ -316,12 +316,12 @@ public class ExtrusionLayer extends Layer {
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}
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indices[ind + 0] = s0;
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indices[ind + 1] = s1;
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indices[ind + 2] = s2;
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indices[ind + 1] = s2;
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indices[ind + 2] = s1;
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indices[ind + 3] = s1;
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indices[ind + 4] = s3;
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indices[ind + 5] = s2;
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indices[ind + 4] = s2;
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indices[ind + 5] = s3;
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mCurIndices[even].used += 6;
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even = (even + 1) % 2;
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@@ -184,6 +184,7 @@ public class BuildingOverlay2 extends RenderOverlay {
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GLRenderer.enableVertexArrays(hBuildingVertexPosition, -1);
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GLES20.glEnable(GLES20.GL_CULL_FACE);
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GLES20.glCullFace(GLES20.GL_FRONT);
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GLES20.glEnable(GLES20.GL_POLYGON_OFFSET_FILL);
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GLES20.glEnable(GLES20.GL_DEPTH_TEST);
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GLES20.glDepthFunc(GLES20.GL_LESS);
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