rm shader, tutorial uses new viewer refactor
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@@ -3,7 +3,7 @@
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#include <igl/edge_flaps.h>
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#include <igl/shortest_edge_and_midpoint.h>
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#include <igl/read_triangle_mesh.h>
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#include <igl/viewer/Viewer.h>
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#include <igl/opengl/glfw/Viewer.h>
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#include <Eigen/Core>
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#include <iostream>
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#include <set>
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@@ -28,7 +28,7 @@ int main(int argc, char * argv[])
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MatrixXi F,OF;
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read_triangle_mesh(filename,OV,OF);
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igl::viewer::Viewer viewer;
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igl::opengl::glfw::Viewer viewer;
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// Prepare array-based edge data structures and priority queue
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VectorXi EMAP;
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@@ -65,7 +65,7 @@ int main(int argc, char * argv[])
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viewer.data.set_face_based(true);
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};
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const auto &pre_draw = [&](igl::viewer::Viewer & viewer)->bool
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const auto &pre_draw = [&](igl::opengl::glfw::Viewer & viewer)->bool
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{
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// If animating then collapse 10% of edges
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if(viewer.core.is_animating && !Q.empty())
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@@ -95,7 +95,7 @@ int main(int argc, char * argv[])
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};
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const auto &key_down =
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[&](igl::viewer::Viewer &viewer,unsigned char key,int mod)->bool
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[&](igl::opengl::glfw::Viewer &viewer,unsigned char key,int mod)->bool
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{
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switch(key)
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{
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