public boolean tileon = true;
public boolean tilemeshon = false;
public boolean goalon = false;
- public boolean anneal = true;
+ public boolean anneal = false;
public int breaks = 0;
boolean alt = false;
for(Matrix m : translations) {
//if (v1.z==0 && v1.y==0) continue;
i++;
- if (i!=2&&i!=5) continue;
+ //if (i!=2&&i!=5) continue;
Point p = new Point(0, 0, 0).times(m);
Vec v = new Vec(p.x, p.y, p.z);
v = v.times((float)1.04);
gl.glTranslatef(v.x, v.y, v.z);
- //draw(gl, false, safeTriangles);
+ draw(gl, false, safeTriangles);
gl.glTranslatef(-v.x, -v.y, -v.z);
}
//gl.glEnable(GL.GL_DEPTH_TEST);
green -= .12f;
blue -= .15f;
- if (triangles) switch(t.colorclass) {
+ if (triangles) switch(t.color/*class*/) {
case 0: gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3); break;
case 1: gl.glColor4f((float)0.25, (float)0.75, (float)0.25, (float)0.3); break;
case 2: gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3); break;
case 5: gl.glColor4f((float)0.25, (float)0.75, (float)0.75, (float)0.3); break;
case 6: gl.glColor4f((float)0.75, (float)0.25, (float)0.75, (float)0.3); break;
}
- gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3);
+ //gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3);
//gl.glBegin(GL.GL_LINES);
if (triangles) {