{
GLuint vbo_coords, vbo_normals;
GLuint numVertices = numFaces * numEdgePerFace;
-
+
+ int i;
+
if (numVertices > 0 && attribute_v_coord != -1) {
fghGenBuffers(1, &vbo_coords);
fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords);
);
}
-
- int i;
-
/* Draw per face (TODO: could use glMultiDrawArrays if available) */
for (i=0; i<numFaces; i++)
glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
extern void fgPlatformDeinitialiseInputDevices ( void );
extern void fgPlatformCloseDisplay ( void );
extern void fgPlatformDestroyContext ( SFG_PlatformDisplay pDisplay, SFG_WindowContextType MContext );
+extern void fgInitGL2();
void fghParseCommandLineArguments ( int* pargc, char** argv, char **pDisplayName, char **pGeometry )