-/*
+/*
* Copyright (C) 2003 Robert Kooima
*
* NEVERBALL is free software; you can redistribute it and/or modify
if (fp->gv[fp->iv[g0 + gi]].mi == mi)
c++;
}
-
+
/* Count all body geoms with this material. */
for (gi = 0; gi < bp->gc; gi++)
GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT);
{
- /* Render all obaque geometry into the color and depth buffers. */
+ /* Render all opaque geometry into the color and depth buffers. */
for (bi = 0; bi < fp->bc; bi++)
if (fp->bv[bi].ol)
glTranslatef(p[0], p[2], 0.0f);
}
glMatrixMode(GL_MODELVIEW);
-
+
/* Draw the body. */
glCallList(list);
if (sol_enum_body(fp, bp, M_OPAQUE | M_ENVIRONMENT))
{
fp->bv[i].ol = glGenLists(1);
-
+
glNewList(fp->bv[i].ol, GL_COMPILE);
{
sol_draw_body(fp, fp->bv + i, M_OPAQUE | M_ENVIRONMENT);
sol_load_objects (fp, s);
return 1;
}
- else
- return 0;
+ return 0;
}
/*---------------------------------------------------------------------------*/