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Nov 27th, 2014
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  1. void __fastcall T3DPlanet::DrawHighPolyModel()
  2. {
  3.  
  4. glEnable( GL_VERTEX_PROGRAM_ARB );
  5.  
  6. DrawSkyDome();
  7.  
  8. glBindProgramARB( GL_VERTEX_PROGRAM_ARB, ms_vertexProgramID );
  9.  
  10. ACTUAL_MODEL.LoadIdentity();
  11. RestoreProjection();
  12. SetView();
  13. threaded_loading->AMODEL = ACTUAL_MODEL;
  14. threaded_loading->AVIEW = ACTUAL_VIEW;
  15. threaded_loading->APROJ = ACTUAL_PROJECTION;
  16.  
  17. SendMatrixToShader(ACTUAL_MODEL.m, 8);
  18. SetShaderMatrix(ACTUAL_MODEL, ACTUAL_VIEW, ACTUAL_PROJECTION);
  19.  
  20.  
  21.  
  22. glEnable(GL_TEXTURE_2D);
  23.  
  24.  
  25. moonpos = D2F(triplesingletot3dpoint<double>(-sunpos.x,-sunpos.y,-sunpos.z));
  26.  
  27. sunlight->SET_UP_LIGHT(0, sunpos,sundiff,sunamb );
  28.  
  29.  if (poll == false)
  30. threaded_loading->CheckIfCameraMovedToDifferentSector(ex,ey);
  31.  
  32. if (threaded_loading->flushing == false) {
  33. int i;
  34.  
  35.   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  36.   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  37.  
  38.  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  39.  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  40. if (within_shadows == false)
  41. for (i=0; i < 9; i++)
  42. if (threaded_loading->hmodel[i] != NULL) {
  43. glBindTexture(GL_TEXTURE_2D,threaded_loading->sectex[i]);
  44. threaded_loading->hmodel[i]->DrawSimpleModel();
  45.  
  46.                      }
  47.  
  48.  
  49.  
  50.  
  51.                      }
  52.  
  53. glDisable(GL_TEXTURE_2D);
  54.  
  55.  
  56. glBindProgramARB( GL_VERTEX_PROGRAM_ARB, 0);
  57. glDisable( GL_VERTEX_PROGRAM_ARB );
  58.  
  59.  
  60.  
  61. }
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