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- void CModel::Draw(CVector& Pos, CAngle& Ang)
- {
- glPushMatrix();
- glTranslated(Pos.X, Pos.Y, Pos.Z);
- glRotated(-Ang.Yaw, 0, 0, 1);
- glRotated(-Ang.Pitch, 0, 1, 0);
- glRotated(-Ang.Roll, 1, 0, 0);
- glColor3d(1.0, 1.0, 1.0);
- #define BUFFER_OFFSET(i) ((void*)(i))
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
- //glClientActiveTexture(GL_TEXTURE0);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glBindBuffer(GL_ARRAY_BUFFER, m_VBOID); // this was IBOID
- glVertexPointer(3, GL_DOUBLE, sizeof(vertex_t), BUFFER_OFFSET(sizeof(double) * 0));
- glNormalPointer(GL_DOUBLE, sizeof(vertex_t), BUFFER_OFFSET(sizeof(double) * 3));
- glTexCoordPointer(3, GL_DOUBLE, sizeof(vertex_t), BUFFER_OFFSET(sizeof(double) * 6));
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_IBOID);
- glDrawElements(GL_LINES, m_FaceCount * 3, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); // GL_TRIANGLES
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glPopMatrix();
- }
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