use inverted MeshLayer debug colors
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@ -29,6 +29,7 @@ import org.oscim.renderer.GLUtils;
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import org.oscim.renderer.GLViewport;
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import org.oscim.renderer.GLViewport;
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import org.oscim.renderer.MapRenderer;
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import org.oscim.renderer.MapRenderer;
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import org.oscim.theme.styles.AreaStyle;
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import org.oscim.theme.styles.AreaStyle;
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import org.oscim.utils.ColorUtil;
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import org.oscim.utils.Tessellator;
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import org.oscim.utils.Tessellator;
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import org.oscim.utils.pool.Inlist;
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import org.oscim.utils.pool.Inlist;
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import org.slf4j.Logger;
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import org.slf4j.Logger;
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@ -36,7 +37,7 @@ import org.slf4j.LoggerFactory;
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public class MeshLayer extends RenderElement {
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public class MeshLayer extends RenderElement {
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static final Logger log = LoggerFactory.getLogger(MeshLayer.class);
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static final Logger log = LoggerFactory.getLogger(MeshLayer.class);
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static final boolean dbg = false;
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static final boolean dbgRender = false;
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BufferObject indicesVbo;
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BufferObject indicesVbo;
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int numIndices;
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int numIndices;
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@ -164,8 +165,8 @@ public class MeshLayer extends RenderElement {
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GL.glDrawElements(GL20.GL_TRIANGLES, ml.numIndices,
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GL.glDrawElements(GL20.GL_TRIANGLES, ml.numIndices,
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GL20.GL_UNSIGNED_SHORT, 0);
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GL20.GL_UNSIGNED_SHORT, 0);
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if (dbg) {
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if (dbgRender) {
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GLUtils.setColor(s.uColor, Color.GRAY, 0.4f);
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GLUtils.setColor(s.uColor, ColorUtil.shiftHue(ml.area.color, 0.5), 0.8f);
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GL.glDrawElements(GL20.GL_LINES, ml.numIndices,
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GL.glDrawElements(GL20.GL_LINES, ml.numIndices,
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GL20.GL_UNSIGNED_SHORT, 0);
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GL20.GL_UNSIGNED_SHORT, 0);
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}
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}
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