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@@ -63,6 +63,9 @@ bool point_side(glm::vec2 a, glm::vec2 b, glm::vec2 p);
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std::vector<vertex_t> poly_intersect(const vertex_t* poly_begin, const vertex_t* poly_end, const std::vector<glm::vec2>& clip);
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std::vector<glm::vec2> poly_intersect(const std::vector<glm::vec2>& poly, const std::vector<glm::vec2>& clip);
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std::vector<glm::vec3> poly_clip_near(const std::vector<glm::vec3>& poly, float near_plane_distance);
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std::vector<vertex_t> triangulate(const std::vector<vertex_t>& points);
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std::vector<vertex_t> triangulate(const std::vector<glm::vec2>& points);
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std::vector<vertex_t> triangulate_simple(const std::vector<vertex_t>& vertices);
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glm::vec4 rand_color();
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glm::vec3 convert_hsv2rgb(const glm::vec3 c);
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glm::vec3 convert_rgb2hsv(const glm::vec3 c);
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