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Core loop

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Aug 30th, 2015
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  1. glBegin(GL_TRIANGLES);
  2. for (int i=0; i<plya->TotalConnectedTriangles; i++)
  3. {
  4. auto x = plya->Faces_Triangles[index];
  5. auto y = plya->Faces_Triangles[index+1];
  6. auto z = plya->Faces_Triangles[index+2];
  7. glVertex3f(x,y,z);
  8.  
  9. auto x1 = plya->Faces_Triangles[index+3];
  10. auto y1 = plya->Faces_Triangles[index+4];
  11. auto z1 = plya->Faces_Triangles[index+5];
  12. glVertex3f(x1,y1,z1);
  13.  
  14. auto x2 = plya->Faces_Triangles[index+6];
  15. auto y2 = plya->Faces_Triangles[index+7];
  16. auto z2 = plya->Faces_Triangles[index+8];
  17. glVertex3f(x2,y2,z2);
  18. z +=9;
  19.  
  20. // SKIP NORMAL FOR NOW
  21. }
  22. glEnd();
  23. update();
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