void VertexBufferBase::drawBoundingSphere(VertexBufferState& state ) const { GLuint displayList = state.getDisplayList( &_boundingSphere ); if( displayList == state.INVALID ) { displayList = state.newDisplayList( &_boundingSphere ); glNewList( displayList, GL_COMPILE ); const float x = _boundingSphere.x(); const float y = _boundingSphere.y(); const float z = _boundingSphere.z(); const float x1 = x - _boundingSphere.w(); const float x2 = x + _boundingSphere.w(); const float y1 = y - _boundingSphere.w(); const float y2 = y + _boundingSphere.w(); const float z1 = z - _boundingSphere.w(); const float z2 = z + _boundingSphere.w(); const float size = _boundingSphere.w(); glBegin( GL_QUADS ); glNormal3f( 1.0f, 0.0f, 0.0f ); glVertex3f( x1, y - size, z - size ); glVertex3f( x1, y + size, z - size ); glVertex3f( x1, y + size, z + size ); glVertex3f( x1, y - size, z + size ); glNormal3f( -1.0f, 0.0f, 0.0f ); glVertex3f( x2, y - size, z - size ); glVertex3f( x2, y - size, z + size ); glVertex3f( x2, y + size, z + size ); glVertex3f( x2, y + size, z - size ); glNormal3f( 0.0f, -1.0f, 0.0f ); glVertex3f( x - size, y2, z - size ); glVertex3f( x + size, y2, z - size ); glVertex3f( x + size, y2, z + size ); glVertex3f( x - size, y2, z + size ); glNormal3f( 0.0f, 1.0f, 0.0f ); glVertex3f( x - size, y1, z - size ); glVertex3f( x - size, y1, z + size ); glVertex3f( x + size, y1, z + size ); glVertex3f( x + size, y1, z - size ); glNormal3f( 0.0f, 0.0f, -1.0f ); glVertex3f( x - size, y - size, z2 ); glVertex3f( x - size, y + size, z2 ); glVertex3f( x + size, y + size, z2 ); glVertex3f( x + size, y - size, z2 ); glNormal3f( 0.0f, 0.0f, 1.0f ); glVertex3f( x - size, y - size, z1 ); glVertex3f( x + size, y - size, z1 ); glVertex3f( x + size, y + size, z1 ); glVertex3f( x - size, y + size, z1 ); glEnd(); glEndList(); } glCallList( displayList ); }
/* Render the leaf with a display list. */ inline void VertexBufferLeaf::renderDisplayList( VertexBufferState& state ) const { char* key = (char*)( this ); if( state.useColors( )) ++key; GLuint displayList = state.getDisplayList( key ); if( displayList == state.INVALID ) setupRendering( state, &displayList ); glCallList( displayList ); }