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Ternary: Use shader based per vertex coloring effect
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@@ -29,6 +29,7 @@ namespace cvf
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class ModelBasicList;
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class Transform;
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class Part;
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class Effect;
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}
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class RimResultSlot;
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@@ -80,15 +81,15 @@ public:
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void updateCellColor(cvf::Color4f color);
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void updateCellResultColor(size_t timeStepIndex, RimResultSlot* cellResultSlot);
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void updateCellEdgeResultColor(size_t timeStepIndex, RimResultSlot* cellResultSlot,
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RimCellEdgeResultSlot* cellEdgeResultSlot);
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void appendPartsToModel(cvf::ModelBasicList* model);
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private:
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void generatePartGeometry(cvf::StructGridGeometryGenerator& geoBuilder, bool faultGeometry);
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void generatePartGeometry(cvf::StructGridGeometryGenerator& geoBuilder, bool faultGeometry);
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cvf::ref<cvf::Effect> createPerVertexColoringEffect();
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private:
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size_t m_gridIdx;
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