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Refactoring into rendering pipeline
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@@ -111,13 +111,13 @@ public:
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Point point_projection(const Point& point) const;
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void render(GLCanvas3D& canvas, float theta, float scale_factor) const;
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void render_axes() const;
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private:
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void calc_bounding_boxes() const;
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void calc_triangles(const ExPolygon& poly);
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void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
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EType detect_type(const Pointfs& shape) const;
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void render_axes() const;
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void render_prusa(GLCanvas3D& canvas, const std::string& key, bool bottom) const;
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void render_texture(const std::string& filename, bool bottom, GLCanvas3D& canvas) const;
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void render_model(const std::string& filename) const;
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