SceneObject so = sceneObjs[i];\r
\r
// Apply rotation vector\r
- /*vector* rv = so.rotation.vect;\r
- glRotatef(so.rotation.parameter, *rv[0], *rv[1], *rv[2]);\r
+ vector* rv = so.rotation.vect;\r
+ printf("%d, %d, %d\n", *rv[0], *rv[1], *rv[2]);\r
+ /* glRotatef(so.rotation.parameter, *rv[0], *rv[1], *rv[2]);\r
\r
// Apply scaling vector\r
vector* sv = so.scale;\r
glBindTexture(GL_TEXTURE_2D, so.texture);\r
} else {\r
glBindTexture(GL_TEXTURE_2D, 0);\r
- }\r
-*/\r
+ }*/\r
+\r
// Draw actual object\r
if ( so.mesh > 0 ) {\r
// drawMesh();\r