{
GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
{
GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
if (fgStructure.CurrentWindow->State.VisualizeNormals)
/* generate normals for each vertex to be drawn as well */
if (fgStructure.CurrentWindow->State.VisualizeNormals)
/* generate normals for each vertex to be drawn as well */