forked from enlightenment/efl
examples/evas-3d-shadows: Avoid shadowing a global variable.
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@ -86,7 +86,7 @@ typedef struct _vec4
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} vec4;
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static void
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_set_ball(Eo *mesh, double r, double x, double y, double z, int p, Evas_3D_Material *material)
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_set_ball(Eo *ball_mesh, double r, double x, double y, double z, int p, Evas_3D_Material *ball_material)
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{
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int vcount, icount, vccount, i, j;
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double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
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@ -137,7 +137,7 @@ _set_ball(Eo *mesh, double r, double x, double y, double z, int p, Evas_3D_Mater
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*index++ = i + vccount * (j + 1) + 1;
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}
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eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount),
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eo_do(ball_mesh, evas_3d_mesh_vertex_count_set(vcount),
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evas_3d_mesh_frame_add(0);
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evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
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sizeof(vec3), &vertices[0]);
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@ -147,7 +147,7 @@ _set_ball(Eo *mesh, double r, double x, double y, double z, int p, Evas_3D_Mater
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icount , &indices[0]);
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evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG);
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evas_3d_mesh_frame_material_set(0, material));
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evas_3d_mesh_frame_material_set(0, ball_material));
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free(vertices);
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free(normals);
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