- } else if ( token == "t" ) {
- // start a new triangle strip
-
- n1 = n2 = n3 = n4 = 0;
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG,
- // " new tri strip = %s", line);
- in >> n1 >> n2 >> n3;
- fragment.add_face(n1, n2, n3);
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
-
- // xglBegin(GL_TRIANGLE_STRIP);
- // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
-
- odd = true;
- // scale = 1.0;
-
- if ( shading ) {
- // Shading model is "GL_SMOOTH" so use precalculated
- // (averaged) normals
- // MAT3_SCALE_VEC(normal, normals[n1], scale);
- // xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n1], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n1].get_n());
-
- // MAT3_SCALE_VEC(normal, normals[n2], scale);
- // xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n2], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n2].get_n());
-
- // MAT3_SCALE_VEC(normal, normals[n3], scale);
- // xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n3], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n3].get_n());
- } else {
- // Shading model is "GL_FLAT" so calculate per face
- // normals on the fly.
- if ( odd ) {
- calc_normal(nodes[n1], nodes[n2],
- nodes[n3], approx_normal);
- } else {
- calc_normal(nodes[n2], nodes[n1],
- nodes[n3], approx_normal);
- }
- // MAT3_SCALE_VEC(normal, approx_normal, scale);
- // xglNormal3dv(normal);
-
- pp = calc_tex_coords(nodes[n1], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n1].get_n());
-
- pp = calc_tex_coords(nodes[n2], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n2].get_n());
-
- pp = calc_tex_coords(nodes[n3], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n3].get_n());
- }
- // printf("some normals, texcoords, and vertices\n");
-
- odd = !odd;
- last1 = n2;
- last2 = n3;
-
- // There can be three or four values
- char c;
- while ( in.get(c) ) {
- if ( c == '\n' ) {
- break; // only the one
- }
- if ( isdigit(c) ){
- in.putback(c);
- in >> n4;
- break;
- }
- }
-
- if ( n4 > 0 ) {
- fragment.add_face(n3, n2, n4);
-
- if ( shading ) {
- // Shading model is "GL_SMOOTH"
- // MAT3_SCALE_VEC(normal, normals[n4], scale);
- } else {
- // Shading model is "GL_FLAT"
- calc_normal(nodes[n3], nodes[n2], nodes[n4],
- approx_normal);
- // MAT3_SCALE_VEC(normal, approx_normal, scale);
- }
- // xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n4], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n4].get_n());
-
- odd = !odd;
- last1 = n3;
- last2 = n4;
- // printf("a normal, texcoord, and vertex (4th)\n");
- }
- } else if ( (token == "tf") || (token == "ts") ) {
- // triangle fan
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");