Winding_Draw fix use after scope
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@ -87,8 +87,9 @@ inline void Winding_DrawWireframe( const Winding& winding ){
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inline void Winding_Draw( const Winding& winding, const Vector3& normal, RenderStateFlags state ){
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inline void Winding_Draw( const Winding& winding, const Vector3& normal, RenderStateFlags state ){
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glVertexPointer( 3, GL_FLOAT, sizeof( WindingVertex ), &winding.points.data()->vertex );
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glVertexPointer( 3, GL_FLOAT, sizeof( WindingVertex ), &winding.points.data()->vertex );
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if ( ( state & RENDER_BUMP ) != 0 ) {
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Vector3 normals[c_brush_maxFaces];
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Vector3 normals[c_brush_maxFaces];
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if ( ( state & RENDER_BUMP ) != 0 ) {
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typedef Vector3* Vector3Iter;
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typedef Vector3* Vector3Iter;
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for ( Vector3Iter i = normals, end = normals + winding.numpoints; i != end; ++i )
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for ( Vector3Iter i = normals, end = normals + winding.numpoints; i != end; ++i )
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{
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{
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@ -111,7 +112,6 @@ inline void Winding_Draw( const Winding& winding, const Vector3& normal, RenderS
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else
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else
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{
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{
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if ( state & RENDER_LIGHTING ) {
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if ( state & RENDER_LIGHTING ) {
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Vector3 normals[c_brush_maxFaces];
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typedef Vector3* Vector3Iter;
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typedef Vector3* Vector3Iter;
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for ( Vector3Iter i = normals, last = normals + winding.numpoints; i != last; ++i )
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for ( Vector3Iter i = normals, last = normals + winding.numpoints; i != last; ++i )
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{
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{
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