drawFloor();\r
\r
// Draw sceneObjs array\r
- glPushMatrix();\r
- for ( int i = 0; i < nObjects; i++ ) {\r
+ for ( int i = 0; i < nObjects; i++ ) {\r
+ glPushMatrix();\r
SceneObject so = sceneObjs[i];\r
\r
// Apply rotation vector\r
- vector* rv = so.rotation.vect;\r
- printf("%f, %f, %f\n", *rv[0], *rv[1], *rv[2]);\r
- /* glRotatef(so.rotation.parameter, *rv[0], *rv[1], *rv[2]);\r
+ GLfloat* rv = &so.rotation.vector;\r
+ printf("%f, %f, %f\n", rv[0], rv[1], rv[2]);\r
+ glRotatef(so.rotation.amount, rv[0], rv[1], rv[2]);\r
\r
// Apply scaling vector\r
- vector* sv = so.scale;\r
- glScalef(*sv[0], *sv[1], *sv[2]);\r
+ GLfloat* sv = &so.scale;\r
+ glScalef(sv[0], sv[1], sv[2]);\r
\r
// Apply translation vector\r
glTranslatef(so.x, so.y, so.z);\r
glBindTexture(GL_TEXTURE_2D, so.texture);\r
} else {\r
glBindTexture(GL_TEXTURE_2D, 0);\r
- }*/\r
+ }\r
\r
// Draw actual object\r
if ( so.mesh > 0 ) {\r
}\r
\r
glBindTexture(GL_TEXTURE_2D, 0);\r
- }\r
- glPopMatrix();\r
+ glPopMatrix();\r
+ }\r
+ \r
\r
// Draw a white ball over the light source\r
glPushMatrix();\r