void InMapDraw_QuadDrawer::DrawQuad (int x,int y)
{
	int drawQuadsX = imd->drawQuadsX;
	CInMapDraw::DrawQuad* dq=&imd->drawQuads[y*drawQuadsX+x];

	for(std::list<CInMapDraw::MapPoint>::iterator pi=dq->points.begin();pi!=dq->points.end();++pi){
		float3 pos=pi->pos;

		float3 dif(pos-camera->pos);
		float camDist=dif.Length();
		dif/=camDist;
		float3 dir1(dif.cross(UpVector));
		dir1.Normalize();
		float3 dir2(dif.cross(dir1));

		unsigned char col[4];
		col[0]=pi->color[0];
		col[1]=pi->color[1];
		col[2]=pi->color[2];
		col[3]=200;//intensity*255;

		float size=6;

		float3 pos1=pos;
		float3 pos2=pos1;
		pos2.y+=100;

		va->AddVertexTC(pos1-dir1*size,					  0.25f,0,col);
		va->AddVertexTC(pos1+dir1*size,					  0.25f,1,col);
		va->AddVertexTC(pos1+dir1*size+dir2*size, 0.00f,1,col);
		va->AddVertexTC(pos1-dir1*size+dir2*size, 0.00f,0,col);

		va->AddVertexTC(pos1-dir1*size,0.75f,0,col);
		va->AddVertexTC(pos1+dir1*size,0.75f,1,col);
		va->AddVertexTC(pos2+dir1*size,0.75f,1,col);
		va->AddVertexTC(pos2-dir1*size,0.75f,0,col);

		va->AddVertexTC(pos2-dir1*size,					  0.25f,0,col);
		va->AddVertexTC(pos2+dir1*size,					  0.25f,1,col);
		va->AddVertexTC(pos2+dir1*size-dir2*size, 0.00f,1,col);
		va->AddVertexTC(pos2-dir1*size-dir2*size, 0.00f,0,col);

		if(pi->label.size()>0){
			glPushMatrix();
			glTranslatef3(pi->pos+UpVector*105);
			glScalef(30,30,30);
			glColor4ub(pi->color[0],pi->color[1],pi->color[2],250);
			font->glWorldPrint("%s",pi->label.c_str());
			glPopMatrix();
			glBindTexture(GL_TEXTURE_2D, texture);
		}
	}
	for(std::list<CInMapDraw::MapLine>::iterator li=dq->lines.begin();li!=dq->lines.end();++li){
		lineva->AddVertexC(li->pos-(li->pos - camera->pos).Normalize()*26,li->color);
		lineva->AddVertexC(li->pos2-(li->pos2 - camera->pos).Normalize()*26,li->color);
	}
}