{
GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord;
GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal;
- GLint attribute_v_texture = -1; // TODO!!!
+ GLint attribute_v_texture = fgStructure.CurrentWindow->Window.attribute_v_texture;
if (fgStructure.CurrentWindow->State.VisualizeNormals)
/* generate normals for each vertex to be drawn as well */
/* Done, free memory, reset color */
free(verticesForNormalVisualization);
- glColor4fv(currentColor);
+ glColor4f(currentColor[0],currentColor[1],currentColor[2],currentColor[3]);
}
#endif