Fix elbow rotation.
parent
21a462979d
commit
7b58a62aa6
|
@ -5,7 +5,7 @@
|
||||||
#define THIRD_BALL_SIZE 0.4
|
#define THIRD_BALL_SIZE 0.4
|
||||||
|
|
||||||
const float bmeshTestBalls[][6] = {
|
const float bmeshTestBalls[][6] = {
|
||||||
/*Head*/ {0, 0.00000, 5.39143, 0.61970, BIG_BALL_SIZE},
|
/*Head*/ {0, 0.00000, 5.39143, 0.61970, BIG_BALL_SIZE, 1},
|
||||||
/*Neck*/ {1, 0.00000, 4.39990, -0.21690, THIRD_BALL_SIZE},
|
/*Neck*/ {1, 0.00000, 4.39990, -0.21690, THIRD_BALL_SIZE},
|
||||||
/*Under Neck*/ {2, 0.00000, 2.88163, 0.00000, THIRD_BALL_SIZE, 1},
|
/*Under Neck*/ {2, 0.00000, 2.88163, 0.00000, THIRD_BALL_SIZE, 1},
|
||||||
/*Chest*/ {3, 0.00000, 1.39434, 0.61970, SECOND_BALL_SIZE},
|
/*Chest*/ {3, 0.00000, 1.39434, 0.61970, SECOND_BALL_SIZE},
|
||||||
|
@ -18,7 +18,7 @@ const float bmeshTestBalls[][6] = {
|
||||||
/*LShoulder*/ {10,+1.42532, 2.72670, -0.44708, THIRD_BALL_SIZE},
|
/*LShoulder*/ {10,+1.42532, 2.72670, -0.44708, THIRD_BALL_SIZE},
|
||||||
/*LElbow1*/ {11,+3.12951, 1.95207, -1.07872, THIRD_BALL_SIZE},
|
/*LElbow1*/ {11,+3.12951, 1.95207, -1.07872, THIRD_BALL_SIZE},
|
||||||
/*LElbow2*/ {12,+2.91261, 1.08448, -0.68593, THIRD_BALL_SIZE},
|
/*LElbow2*/ {12,+2.91261, 1.08448, -0.68593, THIRD_BALL_SIZE},
|
||||||
/*LPalm1*/ {13,+1.76616, 0.53399, 0.09306, TINY_BALL_SIZE},
|
/*LPalm1*/ {13,+1.76616, 0.53399, 0.09306, TINY_BALL_SIZE, 1},
|
||||||
/*LPalm2*/ {14,+1.27039, 0.49576, 0.53458, TINY_BALL_SIZE},
|
/*LPalm2*/ {14,+1.27039, 0.49576, 0.53458, TINY_BALL_SIZE},
|
||||||
/*LPalm3*/ {15,+1.48729, 0.03099, 0.34054, TINY_BALL_SIZE},
|
/*LPalm3*/ {15,+1.48729, 0.03099, 0.34054, TINY_BALL_SIZE},
|
||||||
/*RKnee*/ {16,-1.82813, -1.64222, 0.30091, THIRD_BALL_SIZE},
|
/*RKnee*/ {16,-1.82813, -1.64222, 0.30091, THIRD_BALL_SIZE},
|
||||||
|
@ -27,7 +27,7 @@ const float bmeshTestBalls[][6] = {
|
||||||
/*RShoulder*/ {19,-1.42532, 2.72670, -0.44708, THIRD_BALL_SIZE},
|
/*RShoulder*/ {19,-1.42532, 2.72670, -0.44708, THIRD_BALL_SIZE},
|
||||||
/*RElbow1*/ {20,-3.12951, 1.95207, -1.07872, THIRD_BALL_SIZE},
|
/*RElbow1*/ {20,-3.12951, 1.95207, -1.07872, THIRD_BALL_SIZE},
|
||||||
/*RElbow2*/ {21,-2.91261, 1.08448, -0.68593, THIRD_BALL_SIZE},
|
/*RElbow2*/ {21,-2.91261, 1.08448, -0.68593, THIRD_BALL_SIZE},
|
||||||
/*RPalm1*/ {22,-1.76616, 0.53399, 0.09306, TINY_BALL_SIZE},
|
/*RPalm1*/ {22,-1.76616, 0.53399, 0.09306, TINY_BALL_SIZE, 1},
|
||||||
/*RPalm2*/ {23,-1.27039, 0.49576, 0.53458, TINY_BALL_SIZE},
|
/*RPalm2*/ {23,-1.27039, 0.49576, 0.53458, TINY_BALL_SIZE},
|
||||||
/*RPalm3*/ {24,-1.48729, 0.03099, 0.34054, TINY_BALL_SIZE},
|
/*RPalm3*/ {24,-1.48729, 0.03099, 0.34054, TINY_BALL_SIZE},
|
||||||
/*Mouth*/ {25, 0.00000, 4.57765, 1.92032, TINY_BALL_SIZE},
|
/*Mouth*/ {25, 0.00000, 4.57765, 1.92032, TINY_BALL_SIZE},
|
||||||
|
|
150
src/bmesh.c
150
src/bmesh.c
|
@ -229,8 +229,6 @@ static int bmeshGenerateInbetweenBallsBetween(bmesh *bm,
|
||||||
vec3 localYaxis;
|
vec3 localYaxis;
|
||||||
vec3 boneDirection;
|
vec3 boneDirection;
|
||||||
vec3 normalizedBoneDirection;
|
vec3 normalizedBoneDirection;
|
||||||
vec3 worldYaxis = {0, 1, 0};
|
|
||||||
vec3 worldXaxis = {1, 0, 0};
|
|
||||||
bmeshBall *firstBall = bmeshGetBall(bm, firstBallIndex);
|
bmeshBall *firstBall = bmeshGetBall(bm, firstBallIndex);
|
||||||
bmeshBall *secondBall = bmeshGetBall(bm, secondBallIndex);
|
bmeshBall *secondBall = bmeshGetBall(bm, secondBallIndex);
|
||||||
bmeshBall *newBall;
|
bmeshBall *newBall;
|
||||||
|
@ -268,7 +266,7 @@ static int bmeshGenerateInbetweenBallsBetween(bmesh *bm,
|
||||||
step += remaining / calculatedStepCount;
|
step += remaining / calculatedStepCount;
|
||||||
offset = step;
|
offset = step;
|
||||||
if (offset < distance) {
|
if (offset < distance) {
|
||||||
while (offset < distance) {
|
while (offset < distance && offset + BMESH_STEP_DISTANCE <= distance) {
|
||||||
float frac = offset / distance;
|
float frac = offset / distance;
|
||||||
parentBallIndex = bmeshAddInbetweenBallBetween(bm,
|
parentBallIndex = bmeshAddInbetweenBallBetween(bm,
|
||||||
firstBall, secondBall, frac, parentBallIndex);
|
firstBall, secondBall, frac, parentBallIndex);
|
||||||
|
@ -402,9 +400,12 @@ int bmeshAddQuad(bmesh *bm, quad *q) {
|
||||||
|
|
||||||
static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
|
static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
|
||||||
int result = 0;
|
int result = 0;
|
||||||
vec3 worldYaxis = {0, 1, 0};
|
|
||||||
bmeshBallIterator iterator;
|
bmeshBallIterator iterator;
|
||||||
bmeshBall *child = 0;
|
bmeshBall *child = 0;
|
||||||
|
if (bm->roundColor == ball->roundColor) {
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
ball->roundColor = bm->roundColor;
|
||||||
if (BMESH_BALL_TYPE_KEY == ball->type) {
|
if (BMESH_BALL_TYPE_KEY == ball->type) {
|
||||||
child = bmeshGetBallFirstChild(bm, ball, &iterator);
|
child = bmeshGetBallFirstChild(bm, ball, &iterator);
|
||||||
if (child) {
|
if (child) {
|
||||||
|
@ -414,41 +415,55 @@ static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
|
||||||
vec3CrossProduct(&parent->boneDirection, &child->boneDirection,
|
vec3CrossProduct(&parent->boneDirection, &child->boneDirection,
|
||||||
&rotateAxis);
|
&rotateAxis);
|
||||||
vec3Normalize(&rotateAxis);
|
vec3Normalize(&rotateAxis);
|
||||||
vec3Add(&rotateAxis, &ball->position, &rotateAxis);
|
|
||||||
rotateAngle = vec3Angle(&parent->boneDirection, &child->boneDirection);
|
rotateAngle = vec3Angle(&parent->boneDirection, &child->boneDirection);
|
||||||
|
/*
|
||||||
|
if (1 || 11 == ball->index || 20 == ball->index) {
|
||||||
|
glColor3f(0.0, 0.0, 0.0);
|
||||||
|
drawDebugPrintf("<%f,%f,%f> <%f,%f,%f> <%f,%f,%f> rotateAngle:%f",
|
||||||
|
parent->boneDirection.x,
|
||||||
|
parent->boneDirection.y,
|
||||||
|
parent->boneDirection.z,
|
||||||
|
child->boneDirection.x,
|
||||||
|
child->boneDirection.y,
|
||||||
|
child->boneDirection.z,
|
||||||
|
rotateAxis.x,
|
||||||
|
rotateAxis.y,
|
||||||
|
rotateAxis.z,
|
||||||
|
rotateAngle);
|
||||||
|
}*/
|
||||||
rotateAngle *= 0.5;
|
rotateAngle *= 0.5;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
glColor3f(0.0, 0.0, 0.0);
|
if (11 == ball->index) {
|
||||||
drawDebugPrintf("<%f,%f,%f> <%f,%f,%f> rotateAngle:%f",
|
glPushMatrix();
|
||||||
parent->boneDirection.x,
|
//glTranslatef(parent->position.x, parent->position.y, parent->position.z);
|
||||||
parent->boneDirection.y,
|
glColor3f(1.0, 0.0, 1.0);
|
||||||
parent->boneDirection.z,
|
glBegin(GL_LINES);
|
||||||
child->boneDirection.x,
|
glVertex3f(0, 0, 0);
|
||||||
child->boneDirection.y,
|
glVertex3f(parent->boneDirection.x, parent->boneDirection.y,
|
||||||
child->boneDirection.z,
|
parent->boneDirection.z);
|
||||||
rotateAngle);
|
glEnd();
|
||||||
|
glPopMatrix();
|
||||||
|
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glTranslatef(parent->position.x, parent->position.y, parent->position.z);
|
//glTranslatef(child->position.x, child->position.y, child->position.z);
|
||||||
glColor3f(1.0, 0.0, 1.0);
|
glColor3f(0.0, 1.0, 1.0);
|
||||||
glBegin(GL_LINES);
|
glBegin(GL_LINES);
|
||||||
glVertex3f(0, 0, 0);
|
glVertex3f(0, 0, 0);
|
||||||
glVertex3f(parent->boneDirection.x, parent->boneDirection.y,
|
glVertex3f(child->boneDirection.x, child->boneDirection.y,
|
||||||
parent->boneDirection.z);
|
child->boneDirection.z);
|
||||||
glEnd();
|
glEnd();
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
|
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glTranslatef(child->position.x, child->position.y, child->position.z);
|
//glTranslatef(ball->position.x, ball->position.y, ball->position.z);
|
||||||
glColor3f(0.0, 1.0, 1.0);
|
glColor3f(1.0, 0.0, 0.0);
|
||||||
glBegin(GL_LINES);
|
glBegin(GL_LINES);
|
||||||
glVertex3f(0, 0, 0);
|
glVertex3f(0, 0, 0);
|
||||||
glVertex3f(child->boneDirection.x, child->boneDirection.y,
|
glVertex3f(rotateAxis.x, rotateAxis.y, rotateAxis.z);
|
||||||
child->boneDirection.z);
|
glEnd();
|
||||||
glEnd();
|
glPopMatrix();
|
||||||
glPopMatrix();
|
}*/
|
||||||
*/
|
|
||||||
|
|
||||||
ball->boneDirection = parent->boneDirection;
|
ball->boneDirection = parent->boneDirection;
|
||||||
vec3RotateAlong(&ball->boneDirection, rotateAngle, &rotateAxis,
|
vec3RotateAlong(&ball->boneDirection, rotateAngle, &rotateAxis,
|
||||||
|
@ -460,11 +475,14 @@ static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
ball->boneDirection = parent->boneDirection;
|
ball->boneDirection = parent->boneDirection;
|
||||||
|
generateYZfromBoneDirection(&ball->boneDirection,
|
||||||
|
&ball->localYaxis, &ball->localZaxis);
|
||||||
|
/*
|
||||||
vec3CrossProduct(&worldYaxis, &ball->boneDirection, &ball->localYaxis);
|
vec3CrossProduct(&worldYaxis, &ball->boneDirection, &ball->localYaxis);
|
||||||
vec3Normalize(&ball->localYaxis);
|
vec3Normalize(&ball->localYaxis);
|
||||||
vec3CrossProduct(&ball->localYaxis, &ball->boneDirection,
|
vec3CrossProduct(&ball->localYaxis, &ball->boneDirection,
|
||||||
&ball->localZaxis);
|
&ball->localZaxis);
|
||||||
vec3Normalize(&ball->localZaxis);
|
vec3Normalize(&ball->localZaxis);*/
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
|
for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
|
||||||
|
@ -480,6 +498,7 @@ static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
|
||||||
}
|
}
|
||||||
|
|
||||||
int bmeshSweep(bmesh *bm) {
|
int bmeshSweep(bmesh *bm) {
|
||||||
|
bm->roundColor++;
|
||||||
return bmeshSweepFrom(bm, 0, bmeshGetRootBall(bm));
|
return bmeshSweepFrom(bm, 0, bmeshGetRootBall(bm));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -488,7 +507,7 @@ static bmeshBall *bmeshFindBallForConvexHull(bmesh *bm, bmeshBall *root,
|
||||||
bmeshBallIterator iterator;
|
bmeshBallIterator iterator;
|
||||||
bmeshBall *child;
|
bmeshBall *child;
|
||||||
float distance = vec3Distance(&root->position, &ball->position);
|
float distance = vec3Distance(&root->position, &ball->position);
|
||||||
if (distance > root->radius) {
|
if (distance >= root->radius) {
|
||||||
return ball;
|
return ball;
|
||||||
}
|
}
|
||||||
child = bmeshGetBallFirstChild(bm, ball, &iterator);
|
child = bmeshGetBallFirstChild(bm, ball, &iterator);
|
||||||
|
@ -499,47 +518,59 @@ static bmeshBall *bmeshFindBallForConvexHull(bmesh *bm, bmeshBall *root,
|
||||||
return bmeshFindBallForConvexHull(bm, root, child);
|
return bmeshFindBallForConvexHull(bm, root, child);
|
||||||
}
|
}
|
||||||
|
|
||||||
static int bmeshStichFrom(bmesh *bm, bmeshBall *ball) {
|
static void addBallToHull(convexHull *hull, bmeshBall *ballForConvexHull) {
|
||||||
|
vec3 z, y;
|
||||||
|
quad q;
|
||||||
|
|
||||||
|
vec3Scale(&ballForConvexHull->localYaxis, ballForConvexHull->radius, &y);
|
||||||
|
vec3Scale(&ballForConvexHull->localZaxis, ballForConvexHull->radius, &z);
|
||||||
|
vec3Sub(&ballForConvexHull->position, &y, &q.pt[0]);
|
||||||
|
vec3Add(&q.pt[0], &z, &q.pt[0]);
|
||||||
|
vec3Sub(&ballForConvexHull->position, &y, &q.pt[1]);
|
||||||
|
vec3Sub(&q.pt[1], &z, &q.pt[1]);
|
||||||
|
vec3Add(&ballForConvexHull->position, &y, &q.pt[2]);
|
||||||
|
vec3Sub(&q.pt[2], &z, &q.pt[2]);
|
||||||
|
vec3Add(&ballForConvexHull->position, &y, &q.pt[3]);
|
||||||
|
vec3Add(&q.pt[3], &z, &q.pt[3]);
|
||||||
|
|
||||||
|
convexHullAddVertex(hull, &q.pt[0]);
|
||||||
|
convexHullAddVertex(hull, &q.pt[1]);
|
||||||
|
convexHullAddVertex(hull, &q.pt[2]);
|
||||||
|
convexHullAddVertex(hull, &q.pt[3]);
|
||||||
|
}
|
||||||
|
|
||||||
|
static int bmeshStichFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
|
||||||
int result = 0;
|
int result = 0;
|
||||||
bmeshBallIterator iterator;
|
bmeshBallIterator iterator;
|
||||||
bmeshBall *child;
|
bmeshBall *child;
|
||||||
bmeshBall *ballForConvexHull;
|
bmeshBall *ballForConvexHull;
|
||||||
|
if (bm->roundColor == ball->roundColor) {
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
ball->roundColor = bm->roundColor;
|
||||||
if (BMESH_BALL_TYPE_ROOT == ball->type) {
|
if (BMESH_BALL_TYPE_ROOT == ball->type) {
|
||||||
convexHull *hull = convexHullCreate();
|
convexHull *hull = convexHullCreate();
|
||||||
if (!hull) {
|
if (!hull) {
|
||||||
fprintf(stderr, "%s:convexHullCreate failed.\n", __FUNCTION__);
|
fprintf(stderr, "%s:convexHullCreate failed.\n", __FUNCTION__);
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
glColor3f(0.0, 0.0, 0.0);
|
||||||
|
drawDebugPrintf("root <%f,%f,%f>", ball->position.x,
|
||||||
|
ball->position.y, ball->position.z);
|
||||||
for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
|
for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
|
||||||
child;
|
child;
|
||||||
child = bmeshGetBallNextChild(bm, ball, &iterator)) {
|
child = bmeshGetBallNextChild(bm, ball, &iterator)) {
|
||||||
vec3 z, y;
|
|
||||||
quad q;
|
|
||||||
int vertexIndices[4];
|
|
||||||
|
|
||||||
ballForConvexHull = bmeshFindBallForConvexHull(bm, ball, child);
|
ballForConvexHull = bmeshFindBallForConvexHull(bm, ball, child);
|
||||||
|
addBallToHull(hull, ballForConvexHull);
|
||||||
vec3Scale(&ballForConvexHull->localYaxis, ballForConvexHull->radius, &y);
|
}
|
||||||
vec3Scale(&ballForConvexHull->localZaxis, ballForConvexHull->radius, &z);
|
if (parent) {
|
||||||
vec3Sub(&ballForConvexHull->position, &y, &q.pt[0]);
|
addBallToHull(hull, parent);
|
||||||
vec3Add(&q.pt[0], &z, &q.pt[0]);
|
|
||||||
vec3Sub(&ballForConvexHull->position, &y, &q.pt[1]);
|
|
||||||
vec3Sub(&q.pt[1], &z, &q.pt[1]);
|
|
||||||
vec3Add(&ballForConvexHull->position, &y, &q.pt[2]);
|
|
||||||
vec3Sub(&q.pt[2], &z, &q.pt[2]);
|
|
||||||
vec3Add(&ballForConvexHull->position, &y, &q.pt[3]);
|
|
||||||
vec3Add(&q.pt[3], &z, &q.pt[3]);
|
|
||||||
|
|
||||||
vertexIndices[0] = convexHullAddVertex(hull, &q.pt[0]);
|
|
||||||
vertexIndices[1] = convexHullAddVertex(hull, &q.pt[1]);
|
|
||||||
vertexIndices[2] = convexHullAddVertex(hull, &q.pt[2]);
|
|
||||||
vertexIndices[3] = convexHullAddVertex(hull, &q.pt[3]);
|
|
||||||
}
|
}
|
||||||
convexHullGenerate(hull);
|
convexHullGenerate(hull);
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
{
|
{
|
||||||
int triIndex;
|
int triIndex;
|
||||||
glColor4f(1.0f, 1.0f, 1.0f, 0.5);
|
glColor3f(1.0f, 1.0f, 1.0f);
|
||||||
for (triIndex = 0; triIndex < convexHullGetTriangleNum(hull);
|
for (triIndex = 0; triIndex < convexHullGetTriangleNum(hull);
|
||||||
++triIndex) {
|
++triIndex) {
|
||||||
triangle *tri = (triangle *)convexHullGetTriangle(hull, triIndex);
|
triangle *tri = (triangle *)convexHullGetTriangle(hull, triIndex);
|
||||||
|
@ -568,7 +599,7 @@ static int bmeshStichFrom(bmesh *bm, bmeshBall *ball) {
|
||||||
for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
|
for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
|
||||||
child;
|
child;
|
||||||
child = bmeshGetBallNextChild(bm, ball, &iterator)) {
|
child = bmeshGetBallNextChild(bm, ball, &iterator)) {
|
||||||
result = bmeshSweepFrom(bm, ball, child);
|
result = bmeshStichFrom(bm, ball, child);
|
||||||
if (0 != result) {
|
if (0 != result) {
|
||||||
fprintf(stderr, "%s:bmeshSweepFrom failed.\n", __FUNCTION__);
|
fprintf(stderr, "%s:bmeshSweepFrom failed.\n", __FUNCTION__);
|
||||||
return result;
|
return result;
|
||||||
|
@ -578,5 +609,6 @@ static int bmeshStichFrom(bmesh *bm, bmeshBall *ball) {
|
||||||
}
|
}
|
||||||
|
|
||||||
int bmeshStitch(bmesh *bm) {
|
int bmeshStitch(bmesh *bm) {
|
||||||
return bmeshStichFrom(bm, bmeshGetRootBall(bm));
|
bm->roundColor++;
|
||||||
|
return bmeshStichFrom(bm, 0, bmeshGetRootBall(bm));
|
||||||
}
|
}
|
||||||
|
|
|
@ -274,10 +274,12 @@ void Render::paintGL() {
|
||||||
bmeshBall *ball = bmeshGetBall(bm, index);
|
bmeshBall *ball = bmeshGetBall(bm, index);
|
||||||
drawBmeshBall(bm, ball);
|
drawBmeshBall(bm, ball);
|
||||||
}*/
|
}*/
|
||||||
|
|
||||||
for (index = 0; index < bmeshGetBoneNum(bm); ++index) {
|
for (index = 0; index < bmeshGetBoneNum(bm); ++index) {
|
||||||
bmeshBone *bone = bmeshGetBone(bm, index);
|
bmeshBone *bone = bmeshGetBone(bm, index);
|
||||||
drawBmeshBone(bm, bone);
|
drawBmeshBone(bm, bone);
|
||||||
}
|
}
|
||||||
|
/*
|
||||||
glColor4f(1.0f, 1.0f, 1.0f, 0.5);
|
glColor4f(1.0f, 1.0f, 1.0f, 0.5);
|
||||||
glBegin(GL_QUADS);
|
glBegin(GL_QUADS);
|
||||||
for (index = 0; index < bmeshGetQuadNum(bm); ++index) {
|
for (index = 0; index < bmeshGetQuadNum(bm); ++index) {
|
||||||
|
@ -301,7 +303,7 @@ void Render::paintGL() {
|
||||||
}
|
}
|
||||||
glVertex3f(q->pt[0].x, q->pt[0].y, q->pt[0].z);
|
glVertex3f(q->pt[0].x, q->pt[0].y, q->pt[0].z);
|
||||||
glEnd();
|
glEnd();
|
||||||
}
|
}*/
|
||||||
}
|
}
|
||||||
|
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
|
|
Loading…
Reference in New Issue