OpenGL

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,


int materialIndex = m_pMeshes[i].m_materialIndex;
if ( materialIndex >= 0 )
{
glMaterialfv( GL_FRONT, GL_AMBIENT,

m_pMaterials[materialIndex].m_ambient );
glMaterialfv( GL_FRONT, GL_DIFFUSE,

m_pMaterials[materialIndex].m_diffuse );
glMaterialfv( GL_FRONT, GL_SPECULAR,

m_pMaterials[materialIndex].m_specular );
glMaterialfv( GL_FRONT, GL_EMISSION,

m_pMaterials[materialIndex].m_emissive );
glMaterialf( GL_FRONT, GL_SHININESS,

m_pMaterials[materialIndex].m_shininess );
 
if ( m_pMaterials[materialIndex].m_texture > 0 )
{
glBindTexture( GL_TEXTURE_2D,

m_pMaterials[materialIndex].m_texture );
glEnable( GL_TEXTURE_2D );
}
else
glDisable( GL_TEXTURE_2D );
}
else
{
glDisable( GL_TEXTURE_2D );
}
, . , , 0. 0, , . , .
glBegin( GL_TRIANGLES );
{
for ( int j = 0; j < m_pMeshes[i].m_numTriangles; j++ )
{
int triangleIndex = m_pMeshes[i].m_pTriangleIndices[j];
const Triangle* pTri = &m_pTriangles[triangleIndex];

    







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