OpenGL


10. - 7


glNormal3f( 0.0f, 0.0f, 1.0f);

x_m = sector1.triangle[loop_m].vertex[0].x;// X 1-

y_m = sector1.triangle[loop_m].vertex[0].y;// Y 1-

z_m = sector1.triangle[loop_m].vertex[0].z;// Z 1-

// U

u_m = sector1.triangle[loop_m].vertex[0].u;

// V

v_m = sector1.triangle[loop_m].vertex[0].v;

glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);

// TexCoord

x_m = sector1.triangle[loop_m].vertex[1].x;// X 2-

y_m = sector1.triangle[loop_m].vertex[1].y;// Y 2-

z_m = sector1.triangle[loop_m].vertex[1].z;// Z 2-

// U

u_m = sector1.triangle[loop_m].vertex[1].u;

// V

v_m = sector1.triangle[loop_m].vertex[1].v;

glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);

// TexCoord

x_m = sector1.triangle[loop_m].vertex[2].x;// X 3-

y_m = sector1.triangle[loop_m].vertex[2].y;// Y 3-

z_m = sector1.triangle[loop_m].vertex[2].z;// Z 3-

// U

u_m = sector1.triangle[loop_m].vertex[2].u;

// V

v_m = sector1.triangle[loop_m].vertex[2].v;

glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);

// TexCoord

glEnd(); //

}

return TRUE; //

}

 

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