patch TinyRenderer so it software-renders in an OpenGL texture, for testing
fix texture support: flip texture to make OpenGL happy (lower-left is origin) add path prefix to .obj loader, so materials/textures are loaded ok.
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@@ -1,9 +1,9 @@
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#ifndef __GEOMETRY_H__
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#define __GEOMETRY_H__
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#include <cmath>
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#include <vector>
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#include <cassert>
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#include <iostream>
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#include <stdlib.h>
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template<size_t DimCols,size_t DimRows,typename T> class mat;
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@@ -85,14 +85,14 @@ template<size_t LEN,size_t DIM, typename T> vec<LEN,T> proj(const vec<DIM,T> &v)
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template <typename T> vec<3,T> cross(vec<3,T> v1, vec<3,T> v2) {
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return vec<3,T>(v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
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}
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#if 0
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template <size_t DIM, typename T> std::ostream& operator<<(std::ostream& out, vec<DIM,T>& v) {
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for(unsigned int i=0; i<DIM; i++) {
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out << v[i] << " " ;
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}
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return out ;
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}
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#endif
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/////////////////////////////////////////////////////////////////////////////////
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template<size_t DIM,typename T> struct dt {
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@@ -204,11 +204,12 @@ template<size_t DimRows,size_t DimCols,typename T>mat<DimCols,DimRows,T> operato
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return lhs;
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}
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#if 0
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template <size_t DimRows,size_t DimCols,class T> std::ostream& operator<<(std::ostream& out, mat<DimRows,DimCols,T>& m) {
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for (size_t i=0; i<DimRows; i++) out << m[i] << std::endl;
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return out;
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}
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#endif
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/////////////////////////////////////////////////////////////////////////////////
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typedef vec<2, float> Vec2f;
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