+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+ glPointSize(2);
+ glBegin(GL_POINTS);
+ for(size_t i = 0; i < spawn_points.size(); i++) {
+ glColor3f(1, 1, 0);
+ glVertex3f(spawn_points[i].x, spawn_points[i].y, spawn_points[i].z);
+ }
+ glEnd();
+ glPopAttrib();