glBegin(GL_TRIANGLE_STRIP);
for(int x = 0; x < teren->width(); x++) {
//0
glColor3f((unsigned char)image->pixels[3 * (z * image->width + x)]/256.0f,
(unsigned char)image->pixels[3 * (z * image->width + x) + 1]/256.0f,
(unsigned char)image->pixels[3 * (z * image->width + x) + 2]/256.0f);
Vec3f normal = teren->getNormal(x, z);
glNormal3f(normal[0], normal[1], normal[2]);
glVertex3f(x, teren->getHeight(x, z), z);
//1
glColor3f((unsigned char)image->pixels[3 * ((z+1) * image->width + x)]/256.0f,
(unsigned char)image->pixels[3 * ((z+1) * image->width + x) + 1]/256.0f,
(unsigned char)image->pixels[3 * ((z+1) * image->width + x) + 2]/256.0f);
normal = teren->getNormal(x, z + 1);
glNormal3f(normal[0], normal[1], normal[2]);
glVertex3f(x, teren->getHeight(x, z + 1), z + 1);
/*//2
normal = teren->getNormal(x, z + 1);
glNormal3f(normal[0], normal[1], normal[2]);
glVertex3f(x, teren->getHeight(x, z + 1), z);
//3
normal = teren->getNormal(x, z + 1);
glNormal3f(normal[0], normal[1], normal[2]);
glVertex3f(x + 1, teren->getHeight(x + 1, z + 1), z + 1); */
}
glEnd();