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returnnewVertex(newVector4f(_pos.GetX()/_pos.GetW(), _pos.GetY()/_pos.GetW(), _pos.GetZ()/_pos.GetW(), _pos.GetW()), _color); //divide each point by this hypothetical third dimension to give a 3D look to the image
}
publicVector4fGetColor() {return_color;}
publicVertex(Vector4fpos, Vector4fcolor){
_pos = pos;
_color = color;
}
publicfloatTriangleAreaTimesTwo(Vertexb, Vertexc) //technically gets the area of a square, too lazy to fix because breaks rendering code
{//editing this to be the area of a triangle WILL break code, do not change