1 | #include "Geometry.h"
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2 | #include "glInterface.h"
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3 | #include "stdio.h"
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4 | #include "teapot.h"
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5 |
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6 | #include <math.h>
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7 |
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8 | #define NO_LIST -1
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9 | #define STRIP_END -1
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10 |
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11 | int Geometry::num_torus_indices;
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12 | int Geometry::num_torus_vertices;
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13 | int Geometry::num_torus_normals;
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14 |
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15 | const int Geometry::torus_precision = 24;
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16 | const int Geometry::sphere_precision = 24;
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17 |
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18 | float *Geometry::torus_vertices;
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19 | float *Geometry::torus_normals;
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20 | int *Geometry::torus_indices;
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21 |
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22 | // choose size so the glut-rendered sphere is approximately
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23 | // as big as the other objects
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24 | const float Geometry::sphere_radius = 1.0 / 9.0f;
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25 | const float Geometry::torus_inner_radius = 0.05;
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26 | const float Geometry::torus_outer_radius = 0.07;
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27 |
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28 | int Geometry::sDisplayList[NUM_OBJECTS];
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29 |
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30 | bool Geometry::sIsInitialised = Init();
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31 |
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32 | Geometry::Geometry():
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33 | mXRotation(0), mYRotation(0), mZRotation(0), mScale(1.0), mObjectType(TEAPOT)
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34 | {
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35 | copyVector3Values(mTranslation, 0, 0, 0);
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36 |
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37 | SetAmbientColor(0.1745, 0.01175, 0.01175);
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38 | SetDiffuseColor(0.61424, 0.04136, 0.04136);
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39 | SetSpecularColor(0.727811, 0.626959, 0.626959);
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40 |
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41 | CalcBoundingVolume();
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42 | CalcTransform();
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43 | GenerateList();
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44 | }
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45 |
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46 | Geometry::Geometry(Vector3 translation, float xRot, float yRot, float zRot, float scale, int objectType):
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47 | mXRotation(xRot), mYRotation(yRot), mZRotation(zRot), mScale(scale), mObjectType(objectType)
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48 | {
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49 | copyVector3(mTranslation, translation);
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50 |
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51 | SetAmbientColor(0.1745, 0.01175, 0.01175);
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52 | SetDiffuseColor(0.61424, 0.04136, 0.04136);
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53 | SetSpecularColor(0.727811, 0.626959, 0.626959);
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54 |
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55 | CalcBoundingVolume();
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56 | CalcTransform();
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57 | GenerateList();
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58 | }
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59 |
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60 | void Geometry::ResetLists()
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61 | {
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62 | for(int i = 0; i < NUM_OBJECTS; i++)
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63 | {
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64 | if(sDisplayList[i] == NO_LIST)
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65 | glDeleteLists(sDisplayList[i], 1);
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66 |
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67 | sDisplayList[i] = NO_LIST;
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68 | }
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69 | }
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70 |
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71 | void Geometry::CleanUp()
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72 | {
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73 | ResetLists();
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74 |
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75 | delete [] torus_vertices;
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76 | delete [] torus_normals;
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77 | delete [] torus_indices;
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78 | }
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79 |
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80 |
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81 | bool Geometry::Init()
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82 | {
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83 | for(int i=0; i < NUM_OBJECTS; i++)
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84 | sDisplayList[i] = NO_LIST;
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85 |
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86 | // parameters chosen so torus is approximately as big as teapot
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87 | CreateTorus(torus_inner_radius, torus_outer_radius, torus_precision);
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88 |
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89 | return true;
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90 | }
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91 |
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92 |
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93 | void Geometry::GenerateList()
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94 | {
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95 | if(sDisplayList[mObjectType] == NO_LIST)
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96 | {
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97 | sDisplayList[mObjectType] = glGenLists(1);
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98 | glNewList(sDisplayList[mObjectType], GL_COMPILE);
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99 |
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100 | switch(mObjectType)
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101 | {
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102 | case TEAPOT:
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103 | RenderTeapot();
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104 | break;
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105 | case TORUS:
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106 | RenderTorus();
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107 | break;
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108 | case SPHERE:
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109 | RenderSphere();
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110 | break;
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111 |
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112 | default:
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113 | break;
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114 | }
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115 |
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116 | glEndList();
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117 | }
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118 | }
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119 |
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120 |
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121 | void Geometry::Render()
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122 | {
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123 | glMaterialfv(GL_FRONT, GL_AMBIENT, mAmbientColor);
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124 | glMaterialfv(GL_FRONT, GL_DIFFUSE, mDiffuseColor);
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125 | glMaterialfv(GL_FRONT, GL_SPECULAR, mSpecularColor);
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126 |
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127 | glPushMatrix();
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128 |
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129 | Transform();
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130 |
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131 | glCallList(sDisplayList[mObjectType]);
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132 |
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133 | glPopMatrix();
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134 | }
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135 |
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136 |
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137 | //! sets rotations around the three axis: executed in the order specified here
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138 | void Geometry::SetRotations(float xRot, float yRot, float zRot)
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139 | {
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140 | mXRotation = xRot;
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141 | mYRotation = yRot;
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142 | mZRotation = zRot;
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143 |
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144 | CalcBoundingVolume();
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145 | CalcTransform();
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146 | }
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147 |
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148 |
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149 | void Geometry::SetTranslation(Vector3 translation)
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150 | {
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151 | copyVector3(mTranslation, translation);
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152 |
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153 | CalcBoundingVolume();
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154 | CalcTransform();
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155 | }
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156 |
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157 |
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158 | void Geometry::SetScale(float scale)
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159 | {
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160 | mScale = scale;
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161 | CalcTransform();
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162 |
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163 | CalcBoundingVolume();
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164 | }
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165 |
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166 |
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167 | void Geometry::SetAmbientColor(float ambientR, float ambientG, float ambientB)
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168 | {
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169 | mAmbientColor[0] = ambientR;
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170 | mAmbientColor[1] = ambientG;
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171 | mAmbientColor[2] = ambientB;
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172 | }
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173 |
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174 |
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175 | void Geometry::SetDiffuseColor(float diffuseR, float diffuseG, float diffuseB)
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176 | {
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177 | mDiffuseColor[0] = diffuseR;
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178 | mDiffuseColor[1] = diffuseG;
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179 | mDiffuseColor[2] = diffuseB;
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180 | }
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181 |
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182 |
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183 | void Geometry::SetSpecularColor(float specularR, float specularG, float specularB)
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184 | {
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185 | mSpecularColor[0] = specularR;
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186 | mSpecularColor[1] = specularG;
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187 | mSpecularColor[2] = specularB;
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188 | }
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189 |
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190 |
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191 | float Geometry::GetScale()
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192 | {
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193 | return mScale;
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194 | }
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195 |
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196 |
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197 | void Geometry::GetTranslation(Vector3 translation)
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198 | {
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199 | copyVector3(translation, mTranslation);
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200 | }
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201 |
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202 |
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203 | void Geometry::GetRotations(float &xRot, float &yRot, float &zRot)
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204 | {
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205 | xRot = mXRotation;
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206 | yRot = mYRotation;
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207 | zRot = mZRotation;
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208 | }
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209 |
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210 |
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211 | const AABox &Geometry::GetBoundingVolume()
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212 | {
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213 | return mBoundingBox;
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214 | }
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215 |
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216 |
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217 | void Geometry::SetLastVisited(int lastVisited)
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218 | {
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219 | mLastVisited = lastVisited;
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220 | }
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221 |
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222 |
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223 | int Geometry::GetLastVisited()
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224 | {
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225 | return mLastVisited;
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226 | }
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227 |
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228 |
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229 | void Geometry::SetObjectType(int type)
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230 | {
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231 | mObjectType = type;
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232 | GenerateList();
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233 | }
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234 |
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235 |
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236 | void Geometry::RenderTeapot()
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237 | {
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238 | int i = 0;
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239 |
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240 | while(i < num_teapot_indices)
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241 | {
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242 | glBegin(GL_TRIANGLE_STRIP);
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243 |
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244 | while (teapot_indices[i] != STRIP_END)
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245 | {
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246 | int index = teapot_indices[i] * 3;
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247 |
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248 | glNormal3fv(teapot_normals + index);
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249 | glVertex3fv(teapot_vertices + index);
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250 |
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251 | ++ i;
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252 | }
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253 |
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254 | glEnd();
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255 |
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256 | ++ i; // skip strip end flag
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257 | }
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258 | }
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259 |
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260 |
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261 | void Geometry::CalcBoundingVolume()
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262 | {
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263 | switch(mObjectType)
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264 | {
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265 | case TORUS:
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266 | CalcBoundingVolume(torus_vertices, num_torus_vertices);
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267 | break;
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268 | case SPHERE:
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269 | CalcSphereBoundingVolume();
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270 | break;
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271 | case TEAPOT:
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272 | CalcBoundingVolume(teapot_vertices, num_teapot_vertices);
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273 | break;
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274 | default:
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275 | break;
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276 | }
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277 | }
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278 |
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279 |
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280 | void Geometry::CalcBoundingVolume(float *vertices, const int num_vertices)
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281 | {
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282 | Vector3 *rotatedPoints = new Vector3[num_vertices];
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283 |
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284 | for (int i = 0; i < num_vertices; ++ i)
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285 | {
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286 | copyVector3Values(rotatedPoints[i], vertices[i * 3],
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287 | vertices[i * 3 + 1], vertices[i * 3 + 2]);
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288 |
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289 | rotateVectorZ(rotatedPoints[i], mZRotation * PI_180);
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290 | rotateVectorY(rotatedPoints[i], mYRotation * PI_180);
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291 | rotateVectorX(rotatedPoints[i], mXRotation * PI_180);
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292 | }
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293 |
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294 | calcCubicHull(mBoundingBox.min, mBoundingBox.max, rotatedPoints, num_vertices);
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295 |
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296 | for (int i = 0; i < 3; ++ i)
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297 | {
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298 | mBoundingBox.min[i] *= mScale;
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299 | mBoundingBox.max[i] *= mScale;
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300 | }
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301 |
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302 | addVector3(mBoundingBox.min, mTranslation, mBoundingBox.min);
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303 | addVector3(mBoundingBox.max, mTranslation, mBoundingBox.max);
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304 |
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305 | delete [] rotatedPoints;
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306 | }
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307 |
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308 |
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309 | void Geometry::CalcSphereBoundingVolume()
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310 | {
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311 | float len = mScale * sphere_radius;
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312 | Vector3 size = {len, len, len};
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313 |
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314 | diffVector3(mBoundingBox.min, mTranslation, size);
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315 | addVector3(mBoundingBox.max, mTranslation, size);
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316 | }
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317 |
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318 |
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319 | void Geometry::RenderTorus()
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320 | {
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321 | glVertexPointer(3, GL_FLOAT, sizeof(float), torus_vertices);
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322 | glEnableClientState(GL_VERTEX_ARRAY);
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323 |
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324 | glNormalPointer(GL_FLOAT, sizeof(float), torus_normals);
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325 | glEnableClientState(GL_NORMAL_ARRAY);
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326 |
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327 | glDrawElements(GL_TRIANGLES, num_torus_indices, GL_UNSIGNED_INT, torus_indices);
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328 |
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329 | glDisableClientState(GL_VERTEX_ARRAY);
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330 | glDisableClientState(GL_NORMAL_ARRAY);
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331 | }
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332 |
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333 | /* Creates a torus with specified radii, with number of rings and ring
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334 | subdivision = precision.
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335 | */
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336 | void Geometry::CreateTorus(float innerRadius, float outerRadius, int precision)
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337 | {
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338 | num_torus_vertices = num_torus_normals = (precision + 1) * (precision + 1);
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339 | num_torus_indices = 2 * precision * precision * 3;
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340 |
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341 | torus_vertices = new float[num_torus_vertices * 3];
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342 | torus_normals = new float[num_torus_normals * 3];
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343 | torus_indices = new int[num_torus_indices];
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344 |
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345 | for (int i = 0; i < precision + 1; ++ i)
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346 | {
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347 | int index = i * 3;
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348 |
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349 | Vector3 currentVertex = {innerRadius, 0.0f, 0.0f};
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350 | rotateVectorZ(currentVertex, ((float)i * 2.0 * PI) / (float)precision);
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351 |
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352 | currentVertex[0] += outerRadius;
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353 |
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354 | Vector3 sTangent = {0.0f, 0.0f, -1.0f};
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355 | Vector3 tTangent = {0, -1, 0};
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356 | rotateVectorZ(tTangent, ((float)i * 2.0 * PI) / (float)precision);
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357 |
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358 | Vector3 currentNormal;
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359 |
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360 | cross(currentNormal, tTangent, sTangent);
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361 |
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362 | torus_normals[index + 0] = currentNormal[0];
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363 | torus_normals[index + 1] = currentNormal[1];
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364 | torus_normals[index + 2] = currentNormal[2];
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365 |
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366 | torus_vertices[index + 0] = currentVertex[0];
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367 | torus_vertices[index + 1] = currentVertex[1];
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368 | torus_vertices[index + 2] = currentVertex[2];
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369 | }
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370 |
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371 | for (int i_rng = 1; i_rng < precision + 1; ++ i_rng)
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372 | {
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373 | for(int i = 0; i<precision + 1; ++ i)
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374 | {
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375 | int index = 3 * (i_rng * (precision + 1) + i);
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376 |
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377 | Vector3 currentVertex = {torus_vertices[i*3], torus_vertices[i*3+1], torus_vertices[i*3+2]};
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378 |
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379 | rotateVectorY(currentVertex, ((float)i_rng * 2.0 * PI) / (float)precision);
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380 |
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381 | Vector3 currentNormal = {torus_normals[i*3], torus_normals[i*3+1], torus_normals[i*3+2]};
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382 |
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383 | rotateVectorY(currentNormal, ((float)i_rng * 2.0 * PI) / (float)precision);
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384 |
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385 | torus_normals[index + 0] = currentNormal[0];
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386 | torus_normals[index + 1] = currentNormal[1];
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387 | torus_normals[index + 2] = currentNormal[2];
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388 |
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389 | torus_vertices[index + 0] = currentVertex[0];
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390 | torus_vertices[index + 1] = currentVertex[1];
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391 | torus_vertices[index + 2] = currentVertex[2];
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392 | }
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393 | }
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394 |
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395 | for (int i_rng = 0; i_rng < precision; ++ i_rng)
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396 | {
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397 | for (int i = 0; i < precision; ++ i)
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398 | {
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399 | int index = ((i_rng * precision + i) * 2) * 3;
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400 |
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401 | torus_indices[index+0] = (i_rng * (precision+1) + i)*3;
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402 | torus_indices[index+1] = ((i_rng+1) * (precision+1) + i)*3;
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403 | torus_indices[index+2] = (i_rng * (precision+1) + i + 1)*3;
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404 |
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405 | index = ((i_rng * precision + i) * 2 + 1) * 3;
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406 |
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407 | torus_indices[index+0] = (i_rng * (precision+1) + i + 1)*3;
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408 | torus_indices[index+1] = ((i_rng+1) * (precision+1) + i)*3;
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409 | torus_indices[index+2] = ((i_rng+1) * (precision+1) + i + 1)*3;
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410 | }
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411 | }
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412 | }
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413 |
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414 |
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415 | /** Counts the triangles of the teapot.
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416 | traverses through all the triangle strips.
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417 | */
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418 | int Geometry::CountTeapotTriangles()
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419 | {
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420 | int result = 0;
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421 | int i = 0;
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422 |
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423 | // n - 2 triangles are drawn for a strip
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424 | while (i < num_teapot_indices)
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425 | {
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426 | while (teapot_indices[i] != STRIP_END)
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427 | {
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428 | result ++;;
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429 | ++ i;
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430 | }
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431 | result -= 2;
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432 | ++ i; // skip STRIP_END
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433 | }
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434 |
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435 | return result;
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436 | }
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437 |
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438 |
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439 | /** Counts the triangles of the torus
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440 | */
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441 | int Geometry::CountTorusTriangles()
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442 | {
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443 | // every 3 indices specify one triangle
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444 | return num_torus_indices / 3;
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445 | }
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446 |
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447 | /**
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448 | counts the triangles of the sphere.
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449 | sphere_precision / 2 + 1 strips with sphere_precision * 2 - 2 triangles each
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450 | */
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451 | int Geometry::CountSphereTriangles()
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452 | {
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453 | return sphere_precision * sphere_precision;
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454 | }
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455 |
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456 |
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457 | int Geometry::CountTriangles(int objectType)
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458 | {
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459 | int result = 0;
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460 |
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461 | switch (objectType)
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462 | {
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463 | case TEAPOT:
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464 | result = CountTeapotTriangles();
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465 | break;
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466 | case TORUS:
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467 | result = CountTorusTriangles();
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468 | break;
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469 | case SPHERE:
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470 | result = CountSphereTriangles();
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471 | break;
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472 | default:
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473 | break;
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474 | }
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475 |
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476 | return result;
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477 | }
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478 |
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479 |
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480 | void Geometry::Transform()
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481 | {
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482 | glMultMatrixd(mTransform);
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483 | }
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484 |
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485 | void Geometry::CalcTransform()
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486 | {
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487 | Matrix4x4 scale;
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488 | Matrix4x4 xrot;
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489 | Matrix4x4 yrot;
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490 | Matrix4x4 zrot;
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491 | Matrix4x4 transl;
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492 |
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493 | makeScaleMtx(scale, mScale, mScale, mScale);
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494 | makeTranslationMtx(transl, mTranslation);
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495 | makeRotationXMtx(xrot, mXRotation * PI_180);
|
---|
496 | makeRotationYMtx(yrot, mYRotation * PI_180);
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497 | makeRotationZMtx(zrot, mZRotation * PI_180);
|
---|
498 |
|
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499 | copyMatrix(mTransform, IDENTITY);
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500 | mult(mTransform, mTransform, transl);
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---|
501 | mult(mTransform, mTransform, xrot);
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502 | mult(mTransform, mTransform, yrot);
|
---|
503 | mult(mTransform, mTransform, zrot);
|
---|
504 | mult(mTransform, mTransform, scale);
|
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505 | }
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506 |
|
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507 |
|
---|
508 | /** Renders a sphere with sphere_precision subdivisions.
|
---|
509 | Note: works only for even sphere_precision
|
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510 | */
|
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511 | void Geometry::RenderSphere()
|
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512 | {
|
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513 | Vector3 vertex;
|
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514 |
|
---|
515 | // this algorithm renders the triangles clockwise
|
---|
516 | glFrontFace(GL_CW);
|
---|
517 |
|
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518 | for (int j = 0; j < sphere_precision / 2; ++ j)
|
---|
519 | {
|
---|
520 | double alpha = j * PI * 2.0 / (double)sphere_precision - PI_2;
|
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521 | double beta = (j + 1) * PI * 2.0 / (double)sphere_precision - PI_2;
|
---|
522 |
|
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523 | glBegin(GL_TRIANGLE_STRIP);
|
---|
524 |
|
---|
525 | for (int i = 0; i <= sphere_precision; ++ i)
|
---|
526 | {
|
---|
527 | double gamma = i * PI * 2.0 / (double)sphere_precision;
|
---|
528 |
|
---|
529 | vertex[0] = sphere_radius * cos(beta) * cos(gamma);
|
---|
530 | vertex[1] = sphere_radius * sin(beta);
|
---|
531 | vertex[2] = sphere_radius * cos(beta) * sin(gamma);
|
---|
532 |
|
---|
533 | glNormal3dv(vertex);
|
---|
534 | glVertex3dv(vertex);
|
---|
535 |
|
---|
536 | vertex[0] = sphere_radius * cos(alpha) * cos(gamma);
|
---|
537 | vertex[1] = sphere_radius * sin(alpha);
|
---|
538 | vertex[2] = sphere_radius * cos(alpha) * sin(gamma);
|
---|
539 |
|
---|
540 | glNormal3dv(vertex);
|
---|
541 | glVertex3dv(vertex);
|
---|
542 |
|
---|
543 | }
|
---|
544 | glEnd();
|
---|
545 | }
|
---|
546 |
|
---|
547 | glFrontFace(GL_CCW);
|
---|
548 | } |
---|