Demos: ensure 720px wide, reduce indentation
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@@ -11,38 +11,36 @@ import org.openrndr.extra.meshgenerators.twist
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import org.openrndr.math.Vector3
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import org.openrndr.shape.Circle
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fun main() {
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application {
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configure {
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width = 800
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height = 800
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multisample = WindowMultisample.SampleCount(8)
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fun main() = application {
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configure {
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width = 720
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height = 720
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multisample = WindowMultisample.SampleCount(8)
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}
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program {
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extend(Orbital()) {
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this.eye = Vector3(0.0, 30.0, 50.0)
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}
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program {
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extend(Orbital()) {
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this.eye = Vector3(0.0, 30.0, 50.0)
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}
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val m = buildTriangleMesh {
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grid(5, 5, 5) { u, v, w ->
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isolated {
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translate(u * 20.0, v * 20.0, w * 20.0)
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extrudeShape(Circle(0.0, 0.0, 50.0).shape, 4.0, scale = 0.1)
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}
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val m = buildTriangleMesh {
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grid(5, 5, 5) { u, v, w ->
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isolated {
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translate(u * 20.0, v * 20.0, w * 20.0)
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extrudeShape(Circle(0.0, 0.0, 50.0).shape, 4.0, scale = 0.1)
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}
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twist(360.0 / 200.0, 0.0)
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twist(360.0 / 200.0, 0.0, Vector3.UNIT_X)
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twist(360.0 / 200.0, 0.0, Vector3.UNIT_Z)
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}
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twist(360.0 / 200.0, 0.0)
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twist(360.0 / 200.0, 0.0, Vector3.UNIT_X)
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twist(360.0 / 200.0, 0.0, Vector3.UNIT_Z)
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}
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extend {
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drawer.shadeStyle = shadeStyle {
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fragmentTransform = """
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extend {
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drawer.shadeStyle = shadeStyle {
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fragmentTransform = """
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x_fill.rgb *= v_viewNormal.z;
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""".trimIndent()
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}
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drawer.drawStyle.cullTestPass = CullTestPass.FRONT
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drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
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}
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drawer.drawStyle.cullTestPass = CullTestPass.FRONT
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drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
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}
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}
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}
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}
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