void SolarViewer::draw_object(Shader& sh, Mesh3D& mesh, bool showTexture)
{
	
	sh.setMatrix4x4Uniform("modelworld", mesh.getTransformation() );
			
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);
	if(showTexture)
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
			
	glVertexPointer( 3, GL_DOUBLE, 0, mesh.getVertexPointer() );
	glNormalPointer( GL_DOUBLE, 0, mesh.getNormalPointer() );
	if(showTexture)
		glTexCoordPointer( 2, GL_DOUBLE, 0, mesh.getUvTextureCoordPointer() );
			
	for(unsigned int i = 0; i < mesh.getNumberOfParts(); i++)
	{
		sh.setIntUniform("useTexture", showTexture && mesh.getMaterial(i).hasDiffuseTexture());
		sh.setVector3Uniform("diffuseColor", 
							 mesh.getMaterial(i).m_diffuseColor.x, 
							 mesh.getMaterial(i).m_diffuseColor.y, 
							 mesh.getMaterial(i).m_diffuseColor.z );
		sh.setFloatUniform("specularExp", mesh.getMaterial(i).m_specularExp);
		if(showTexture && mesh.getMaterial(i).hasDiffuseTexture())
		{
			mesh.getMaterial(i).m_diffuseTexture.bind();
			sh.setIntUniform("texture", mesh.getMaterial(i).m_diffuseTexture.getLayer());
		}
		glDrawElements( GL_TRIANGLES, mesh.getNumberOfFaces(i)*3, GL_UNSIGNED_INT, mesh.getVertexIndicesPointer(i) );
		if(showTexture && mesh.getMaterial(i).hasDiffuseTexture())
		{
			mesh.getMaterial(i).m_diffuseTexture.unbind();
		}
	}
			
	glDisableClientState(GL_NORMAL_ARRAY);
	glDisableClientState(GL_VERTEX_ARRAY);
	if(showTexture)
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	
}
void SolarViewer::draw_object(Shader& sh, Mesh3D& mesh)
{
	
	sh.setMatrix4x4Uniform("modelworld", mesh.getTransformation() );
	
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	
	glVertexPointer( 3, GL_DOUBLE, 0, mesh.getVertexPointer() );
	glNormalPointer( GL_DOUBLE, 0, mesh.getNormalPointer() );
	glTexCoordPointer( 2, GL_DOUBLE, 0, mesh.getUvTextureCoordPointer() );
	
	for(unsigned int i = 0; i < mesh.getNumberOfParts(); i++)
	{
		glDrawElements( GL_TRIANGLES, mesh.getNumberOfFaces(i)*3, GL_UNSIGNED_INT, mesh.getVertexIndicesPointer(i) );
	}
	
	glDisableClientState(GL_NORMAL_ARRAY);
	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	
}