sceneObjs[nObjects].rotation.vect = (vector*)calloc( 3, sizeof(vector[0]) );
if ( sceneObjs[nObjects].scale == NULL || sceneObjs[nObjects].rotation.vect == NULL ) {
- sprintf(stderr, "Could not allocate memory for Scene Object! Shutting down!\n");
+ fprintf(stderr, "Could not allocate memory for Scene Object! Shutting down!\n");
exit(EXIT_FAILURE);
}
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