Revert "evas: Evas_3D - add .eet export/import"
This reverts commit 9ebb28e3d6690f8548309fd97d2037c9e4ef2c07. I didn't mean pushing this patch... sorry.
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/**
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* Simple Evas example illustrating .eet import/export
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*
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* Take mesh from md2.
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* Set material to it.
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* Show it in left side.
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* Save the first frame of this mesh to eet. (static only)
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* Take result to another mesh from eet.
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* Show it in right side.
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*
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* @verbatim
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* gcc -o evas-3d-eet evas-3d-eet.c `pkg-config --libs --cflags evas ecore ecore-evas eo`
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* @endverbatim
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*/
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#define EFL_EO_API_SUPPORT
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#define EFL_BETA_API_SUPPORT
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#include <Eo.h>
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#include <Evas.h>
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#include <Ecore.h>
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#include <Ecore_Evas.h>
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#define WIDTH 1024
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#define HEIGHT 1024
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Ecore_Evas *ecore_evas = NULL;
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Evas *evas = NULL;
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Eo *background = NULL;
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Eo *image = NULL;
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Eo *scene = NULL;
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Eo *root_node = NULL;
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Eo *camera_node = NULL;
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Eo *light_node = NULL;
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Eo *camera = NULL;
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Eo *mesh_node = NULL;
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Eo *mesh = NULL;
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Eo *mesh_node2 = NULL;
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Eo *mesh2 = NULL;
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Eo *material = NULL;
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Eo *light = NULL;
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static float angle = 0;
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static Eina_Bool
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_animate_eet(void *data)
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{
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angle += 0.5;
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eo_do((Evas_3D_Node *)data, evas_3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0));
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/* Rotate */
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if (angle > 360.0) angle -= 360.0f;
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return EINA_TRUE;
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}
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static Eina_Bool
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_animate_md2(void *data)
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{
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static int frame = 0;
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eo_do((Evas_3D_Node *)data, evas_3d_node_mesh_frame_set(mesh, frame));
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frame += 32;
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if (frame > 256 * 50) frame = 0;
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return EINA_TRUE;
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}
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static void
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_on_delete(Ecore_Evas *ee EINA_UNUSED)
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{
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ecore_main_loop_quit();
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}
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static void
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_on_canvas_resize(Ecore_Evas *ee)
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{
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int w, h;
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ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
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eo_do(background, evas_obj_size_set(w, h));
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eo_do(image, evas_obj_size_set(w, h));
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}
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int
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main(void)
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{
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//Unless Evas 3D supports Software renderer, we set gl backened forcely.
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setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
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if (!ecore_evas_init()) return 0;
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ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
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if (!ecore_evas) return 0;
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ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
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ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
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ecore_evas_show(ecore_evas);
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evas = ecore_evas_get(ecore_evas);
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/* Add a scene object .*/
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scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
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/* Add the root node for the scene. */
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root_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
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/* Add the camera. */
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camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
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eo_do(camera,
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evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 500.0));
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camera_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
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eo_do(camera_node,
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evas_3d_node_camera_set(camera));
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eo_do(root_node,
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evas_3d_node_member_add(camera_node));
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eo_do(camera_node,
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evas_3d_node_position_set(200.0, 0.0, 40.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
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EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
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/* Add the light. */
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light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
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eo_do(light,
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evas_3d_light_ambient_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_directional_set(EINA_TRUE));
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light_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
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eo_do(light_node,
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evas_3d_node_light_set(light),
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evas_3d_node_position_set(1000.0, 0.0, 1000.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
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eo_do(root_node,
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evas_3d_node_member_add(light_node));
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/* Add the meshes. */
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mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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mesh2 = eo_add(EVAS_3D_MESH_CLASS, evas);
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(mesh,
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evas_3d_mesh_file_set(EVAS_3D_MESH_FILE_TYPE_MD2, "sonic.md2", NULL),
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evas_3d_mesh_frame_material_set(0, material),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
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eo_do(material,
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT,
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0.50, 0.50, 0.00, 0.30),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE,
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0.00, 0.50, 0.50, 0.30),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR,
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0.50, 0.00, 0.50, 0.30),
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evas_3d_material_shininess_set(50.0));
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eo_do(mesh, evas_3d_mesh_save(EVAS_3D_MESH_FILE_TYPE_EET, "saved_Sonic_EET.eet", NULL));
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eo_do(mesh2,
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evas_3d_mesh_file_set(EVAS_3D_MESH_FILE_TYPE_EET, "saved_Sonic_EET.eet", NULL),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
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mesh_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(root_node,
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evas_3d_node_member_add(mesh_node));
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eo_do(mesh_node,
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evas_3d_node_mesh_add(mesh),
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evas_3d_node_position_set(0.0, -40.0, 0.0));
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mesh_node2 = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(root_node,
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evas_3d_node_member_add(mesh_node2));
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eo_do(mesh_node2,
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evas_3d_node_mesh_add(mesh2),
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evas_3d_node_position_set(0.0, 40.0, 0.0));
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/* Set up scene. */
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eo_do(scene,
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evas_3d_scene_root_node_set(root_node),
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evas_3d_scene_camera_node_set(camera_node),
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evas_3d_scene_size_set(WIDTH, HEIGHT));
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/* Add a background rectangle objects. */
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background = eo_add(EVAS_RECTANGLE_CLASS, evas);
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eo_unref(background);
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eo_do(background,
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evas_obj_color_set(0, 0, 0, 255),
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evas_obj_size_set(WIDTH, HEIGHT),
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evas_obj_visibility_set(EINA_TRUE));
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/* Add an image object for 3D scene rendering. */
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image = evas_object_image_filled_add(evas);
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eo_do(image,
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evas_obj_size_set(WIDTH, HEIGHT),
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evas_obj_visibility_set(EINA_TRUE));
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/* Set the image object as render target for 3D scene. */
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eo_do(image, evas_obj_image_scene_set(scene));
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ecore_timer_add(0.01, _animate_md2, mesh_node);
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ecore_timer_add(0.01, _animate_eet, mesh_node2);
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/* Enter main loop. */
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ecore_main_loop_begin();
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ecore_evas_free(ecore_evas);
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ecore_evas_shutdown();
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return 0;
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}
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