diff --git a/freeglut/freeglut/src/fg_geometry.c b/freeglut/freeglut/src/fg_geometry.c index 77b09a7..2c6f344 100644 --- a/freeglut/freeglut/src/fg_geometry.c +++ b/freeglut/freeglut/src/fg_geometry.c @@ -33,169 +33,88 @@ */ -/* General function for drawing geometry. As for all geometry we have no - * redundancy (or hardly any in the case of cones and cylinders) in terms - * of the vertex/normal combinations, we just use glDrawArrays. - * useWireMode controls the drawing of solids (false) or wire frame - * versions (TRUE) of the geometry you pass +/* General functions for drawing geometry + * Solids are drawn by glDrawArrays if composed of triangles, or by + * glDrawElements if consisting of squares or pentagons that were + * decomposed into triangles (some vertices are repeated in that case). + * WireFrame drawing will have to be done per face, using GL_LINE_LOOP and + * issuing one draw call per face. Always use glDrawArrays as no triangle + * decomposition needed. We use the "first" parameter in glDrawArrays to go + * from face to face. */ -static void fghDrawGeometry(GLdouble *vertices, GLdouble *normals, GLboolean *edgeFlags, GLsizei numVertices, GLsizei numFaces, GLsizei numEdgePerFace, GLboolean useWireMode) +static void fghDrawGeometryWire(GLdouble *vertices, GLdouble *normals, GLsizei numFaces, GLsizei numEdgePerFace) { -# ifdef FREEGLUT_GLES1 - /* Solid drawing is the same for OpenGL 1.x and OpenGL ES 1.x, just - * no edge flags for ES. - * WireFrame drawing will have to be done per face though, using - * GL_LINE_LOOP and issuing one draw call per face. For triangles, - * we use glDrawArrays directly on the vertex data for each face, - * while for shapes that are composed of quads or pentagons, we use - * glDrawElements with index vector {0,1,2,5} or {0,1,2,8,5}, - * respectively. - * We use the first parameter in glDrawArrays or glDrawElements to - * go from face to face. - */ - if (useWireMode) - { - /* setup reading the right elements from vertex array */ - GLubyte vertIdx4[4] = {0,1,2,5}; - GLubyte vertIdx5[5] = {0,1,2,8,5}; - GLubyte *indices = NULL; - int vertStride, i, j; - - switch (numEdgePerFace) - { - case 3: - vertStride = 3; /* there are 3 vertices for each face in the array */ - break; - case 4: - indices = vertIdx4; - vertStride = 6; /* there are 6 vertices for each face in the array */ - break; - case 5: - indices = vertIdx5; - vertStride = 9; /* there are 9 vertices for each face in the array */ - break; - } - - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_NORMAL_ARRAY); - - glVertexPointer(3, GL_DOUBLE, 0, vertices); - glNormalPointer(GL_DOUBLE, 0, normals); - - if (numEdgePerFace==3) - for (i=0; i