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Rewrote the OpenGL object rendering to indexed triangle / quad sets
for lower memory consumption. Rewrote the print path 3D preview to generate these indexed triangle / quad sets, possibly with at least as possible duplication of vertices, with a crease angle of 45 degrees, leading to maximum 8% overshoots at the corners.
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@@ -210,6 +210,8 @@ inline Pointf operator*(const Pointf& point2, double scalar) { return Pointf(sca
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inline coordf_t cross(const Pointf &v1, const Pointf &v2) { return v1.x * v2.y - v1.y * v2.x; }
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inline coordf_t dot(const Pointf &v1, const Pointf &v2) { return v1.x * v2.x + v1.y * v2.y; }
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inline coordf_t dot(const Pointf &v) { return v.x * v.x + v.y * v.y; }
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inline double length(const Vectorf &v) { return sqrt(dot(v)); }
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inline double l2(const Vectorf &v) { return dot(v); }
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class Pointf3 : public Pointf
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{
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