- cleanup

- reimplemented vertex snapping

- removed the debug code

- fixed: use @surfacenum instead of @surfacevbo to GLCompiler::vboSize... this was causing these damn artifacts whose root cause I've been hunting for MONTHS

Merge ../ldforge into gl

- more debug stuff....

Merge ../ldforge into gl

Merge ../ldforge into gl

(0) -300 -100 -30 -10 -8 +8 +10 +30 +100 +300 tip

mercurial