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