correcting a few typos i made earlier in the comments
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1208 7f0cb862-5218-0410-a997-914c9d46530a
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@ -87,8 +87,9 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *v
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}
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/* Shape decomposition to triangles
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* We'll use glDrawElements to draw all shapes that are not triangles, so
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* generate an index vector here, using the below sampling scheme.
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* We'll use glDrawElements to draw all shapes that are not naturally
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* composed of triangles, so generate an index vector here, using the
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* below sampling scheme.
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* Be careful to keep winding of all triangles counter-clockwise,
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* assuming that input has correct winding...
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*/
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@ -102,7 +103,7 @@ static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace,
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switch (numEdgePerFace)
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{
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case 3:
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/* nothing to do here, we'll drawn with glDrawArrays */
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/* nothing to do here, we'll draw with glDrawArrays */
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break;
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case 4:
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vertSamps = vert4Decomp;
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@ -155,7 +156,7 @@ static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLfloat *verti
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/* Cache of input to glDrawArrays or glDrawElements
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* In general, we build arrays with all vertices or normals.
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* We cant compress this and use glDrawElements as all combinations of
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* vertex and normals are unique.
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* vertices and normals are unique.
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*/
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#define DECLARE_SHAPE_CACHE(name,nameICaps,nameCaps)\
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static GLboolean name##Cached = FALSE;\
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