FGTileEntry *tile_ptr;
// OpenGL display list for fragment data
- GLint display_list;
+ // GLint display_list;
// face list (this indexes into the master tile vertex list)
typedef vector < fgFACE > container;
faces.erase( faces.begin(), faces.end() );
}
- int deleteDisplayList() {
- xglDeleteLists( display_list, 1 ); return 0;
- }
+ // int deleteDisplayList() {
+ // xglDeleteLists( display_list, 1 ); return 0;
+ // }
friend bool operator== ( const fgFRAGMENT & lhs, const fgFRAGMENT & rhs );
};