void gldraw_line(n_vect2 * start, n_vect2 * end) { glBegin(GL_LINES); gldraw_vertex(start); gldraw_vertex(end); glEnd(); }
void gldraw_quads(n_vect2 * quads, n_byte filled) { if (filled) { glBegin(GL_QUADS); } else { glBegin(GL_LINE_LOOP); } gldraw_vertex(&quads[0]); gldraw_vertex(&quads[1]); gldraw_vertex(&quads[2]); gldraw_vertex(&quads[3]); glEnd(); }
void draw_combatant(n_combatant * comb, n_byte2 *gvar, void * values) { if (comb->wounds != NUNIT_DEAD) { n_vect2 translation; translation.x = (comb->location.x * 800) >> 10; translation.y = (comb->location.y * 800) >> 10; translation.x = ((translation.x + px)*(128+pz))>>7; translation.y = ((translation.y + py)*(128+pz))>>7; gldraw_vertex(&translation); }