int CChildView::DrawGLScene(void) { // Here's Where We Do All The Drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix gluLookAt(z_scale.x, z_scale.y, z_scale.z, 0, 0, 0, y_scale.x, y_scale.y, y_scale.z); DrawCenterStar(); DrawPlanets(); glFlush(); return TRUE; // Everything Went OK }
inline void local(void) /* * Draw out the 'tactical' map */ { if (me->p_x < 0) return; DrawPlanets(); DrawShips(); DrawTorps(); DrawPlasmaTorps(); weaponUpdate = 0; DrawMisc(); }