Do not perform the stencil based drawing, it has been replaced by the Z
version.
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5412b8255b
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5786cd1c49
@ -189,53 +189,6 @@ public class RocketRenderer {
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gl.glDisable(GL.GL_BLEND);
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gl.glDisable(GL.GL_CULL_FACE);
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// FIXME: Ensure this change does not conflict with bug fix Bill made
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gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GLLightingFunc.GL_EMISSION,
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selectedEmissive, 0);
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gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GLLightingFunc.GL_DIFFUSE,
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colorBlack, 0);
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gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GLLightingFunc.GL_AMBIENT,
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colorBlack, 0);
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gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GLLightingFunc.GL_SPECULAR,
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colorBlack, 0);
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gl.glDepthMask(false);
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gl.glDisable(GL.GL_DEPTH_TEST);
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gl.glEnable(GL.GL_STENCIL_TEST);
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for (RocketComponent c : configuration) {
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if (selection.contains(c)) {
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// So it is faster to do this once before the loop,
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// but then the outlines are not as good if you multi-select.
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// Not sure which to do.
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gl.glStencilMask(1);
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gl.glDisable(GL.GL_SCISSOR_TEST);
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gl.glClearStencil(0);
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gl.glClear(GL.GL_STENCIL_BUFFER_BIT);
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gl.glStencilMask(0);
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gl.glStencilFunc(GL.GL_ALWAYS, 1, 1);
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gl.glStencilMask(1);
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gl.glColorMask(false, false, false, false);
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gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2GL3.GL_FILL);
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gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_REPLACE);
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cr.renderGeometry(gl, c);
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gl.glStencilMask(0);
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gl.glColorMask(true, true, true, true);
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gl.glStencilFunc(GL.GL_NOTEQUAL, 1, 1);
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gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2GL3.GL_LINE);
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gl.glLineWidth(5.0f);
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cr.renderGeometry(gl, c);
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}
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}
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gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2GL3.GL_FILL);
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gl.glDepthMask(true);
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gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GLLightingFunc.GL_EMISSION,
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colorBlack, 0);
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gl.glDisable(GL.GL_STENCIL_TEST);
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gl.glEnable(GL.GL_DEPTH_TEST);
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}
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private void renderMotors(GL2 gl, Configuration configuration) {
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