glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
-//TODO: phase out in favor of Texture
-void Model::drawdifftex(GLuint texture)
-{
- glEnableClientState(GL_NORMAL_ARRAY);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- if (color) {
- glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
- } else {
- glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
- }
-
- glBindTexture(GL_TEXTURE_2D, (unsigned long)texture);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-
- glDrawArrays(GL_TRIANGLES, 0, Triangles.size() * 3);
-
- if (color) {
- glDisableClientState(GL_COLOR_ARRAY);
- } else {
- glDisableClientState(GL_NORMAL_ARRAY);
- }
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-}
-
void Model::drawdifftex(Texture texture)
{
glEnableClientState(GL_NORMAL_ARRAY);
void Translate(float xtrans, float ytrans, float ztrans);
void CalculateNormals(bool facenormalise);
void draw();
- void drawdifftex(GLuint texture);
void drawdifftex(Texture texture);
void drawimmediate();
void Rotate(float xang, float yang, float zang);