int i;
struct g3d_mesh *m;
struct g3d_mesh tmpmesh;
- float xform[16];
static float rotface[][4] = {
{0, 0, 1, 0},
{90, 0, 1, 0},
g3d_load_identity();
g3d_rotate(rotface[i][0], rotface[i][1], rotface[i][2], rotface[i][3]);
g3d_translate(0, 0, sz / 2.0f);
- g3d_get_matrix(G3D_MODELVIEW, xform);
- apply_mesh_xform(m, xform);
+ apply_mesh_xform(m, g3d_get_matrix(G3D_MODELVIEW, 0));
if(i > 0) {
if(append_mesh(mesh, m) == -1) {
return -1;
int chess = (i & 1) == (j & 1);
torusvec(&vptr->x, theta, phi, rad, ringrad);
+ vptr->w = 1.0f;
vptr->nx = (vptr->x - rcent[0]) / ringrad;
vptr->ny = (vptr->y - rcent[1]) / ringrad;