void ON_GL( const ON_Surface& surface, // GLUnurbsObj* nobj // created with gluNewNurbsRenderer ) { ON_NurbsSurface tmp; const ON_NurbsSurface* nurbs_surface; nurbs_surface = ON_NurbsSurface::Cast(&surface); if ( !nurbs_surface ) { if ( surface.GetNurbForm(tmp) ) { nurbs_surface = &tmp; } } if ( nurbs_surface ) ON_GL( *nurbs_surface, nobj, 0, true ); }