// Process Each Trianglefor (int loop_m = 0; loop_m < numtriangles; loop_m++){glBegin(GL_TRIANGLES);x_m = sector1.triangle[loop_m].vertex[0].x;y_m = sector1.triangle[loop_m].vertex[0].y;z_m = sector1.triangle[loop_m].vertex[0].z;u_m = sector1.triangle[loop_m].vertex[0].u;v_m = sector1.triangle[loop_m].vertex[0].v;glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);x_m = sector1.triangle[loop_m].vertex[1].x;y_m = sector1.triangle[loop_m].vertex[1].y;z_m = sector1.triangle[loop_m].vertex[1].z;u_m = sector1.triangle[loop_m].vertex[1].u;v_m = sector1.triangle[loop_m].vertex[1].v;glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);x_m = sector1.triangle[loop_m].vertex[2].x;y_m = sector1.triangle[loop_m].vertex[2].y;z_m = sector1.triangle[loop_m].vertex[2].z;u_m = sector1.triangle[loop_m].vertex[2].u;v_m = sector1.triangle[loop_m].vertex[2].v;glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);glEnd();}
To:
// Process Each Triangle
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
{
glBegin(GL_TRIANGLES);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
glBegin(GL_TRIANGLES);
x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
glBegin(GL_TRIANGLES);
x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
}
Mr Bugg