- //if(cellophane){
- /*glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- glDepthMask(1);
- for(k=0;k<numplayers;k++){
- glEnable(GL_BLEND);
- glEnable(GL_LIGHTING);
- terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z);
- distance=findDistancefast(&viewer,&player[k].coords);
- distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance;
- glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance);
- if(distance>=1)glDisable(GL_BLEND);
- if(distance>0){
- checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords;
- checkpoint.y+=1;
- if(checkcollide(viewer,checkpoint)){
- player[k].occluded+=1;
- }
- else player[k].occluded=0;
- if(player[k].occluded<25)player[k].DrawSkeleton();
- }
- }*/
-