/* Temporary hack until we get the scenery management system running */
extern GLint mesh_hack;
-extern struct mesh eg;
+extern struct MESH eg;
/* initialize the non-array mesh values */
-void mesh_init(struct mesh *m) {
+void mesh_init(struct MESH *m) {
m->originx = 0.0;
m->originy = 0.0;
/* return a pointer to a new mesh structure (no data array allocated yet) */
-struct mesh *(new_mesh)() {
- struct mesh *mesh_ptr;
+struct MESH *(new_mesh)() {
+ struct MESH *mesh_ptr;
- mesh_ptr = (struct mesh *)malloc(sizeof(struct mesh));
+ mesh_ptr = (struct MESH *)malloc(sizeof(struct MESH));
if ( mesh_ptr == 0 ) {
printf("Virtual memory exceeded\n");
/* set the option name in the mesh data structure */
-void mesh_set_option_name(struct mesh *m, char *name) {
+void mesh_set_option_name(struct MESH *m, char *name) {
if ( strlen(name) < MAX_IDENT_LEN ) {
strcpy(m->option_name, name);
} else {
/* set an option value in the mesh data structure */
-void mesh_set_option_value(struct mesh *m, char *value) {
+void mesh_set_option_value(struct MESH *m, char *value) {
/* printf("Setting %s to %s\n", m->option_name, value); */
if ( m->do_data ) {
/* do whatever needs to be done with the mesh now that it's been
loaded, such as generating the OpenGL call list. */
-void mesh_do_it(struct mesh *m) {
+void mesh_do_it(struct MESH *m) {
mesh_hack = mesh_to_OpenGL(m);
}
/* walk through mesh and make opengl calls */
-GLint mesh_to_OpenGL(struct mesh *m) {
+GLint mesh_to_OpenGL(struct MESH *m) {
GLint mesh;
/* static GLfloat color[4] = { 0.5, 0.4, 0.25, 1.0 }; */ /* dark desert */
static GLfloat color[4] = { 0.5, 0.5, 0.25, 1.0 };
/* $Log$
-/* Revision 1.20 1997/08/19 23:55:08 curt
-/* Worked on better simulating real lighting.
+/* Revision 1.21 1997/08/27 03:30:27 curt
+/* Changed naming scheme of basic shared structures.
/*
+ * Revision 1.20 1997/08/19 23:55:08 curt
+ * Worked on better simulating real lighting.
+ *
* Revision 1.19 1997/08/06 00:24:28 curt
* Working on correct real time sun lighting.
*