📄 high_ltread.cxx
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/* bzflag
* Copyright (c) 1993 - 2004 Tim Riker
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the license found in the file
* named COPYING that should have accompanied this file.
*
* THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
* WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
#include "TankSceneNode.h"
#define doVertex3f doVertex3f
#define doNormal3f doNormal3f
void buildHighLTread( void )
{
glShadeModel(GL_FLAT);
glBegin(GL_TRIANGLE_STRIP);
doNormal3f(0.984696f, 0.000000f, 0.174282f);
glTexCoord2f(-0.193f, 0.727f);
doVertex3f(3.000f, 0.877f, 0.770f);
glTexCoord2f(0.009f, 0.356f);
doVertex3f(3.000f, 1.400f, 0.770f);
glTexCoord2f(-0.164f, 0.679f);
doVertex3f(2.980f, 0.877f, 0.883f);
glTexCoord2f(-0.015f, 0.407f);
doVertex3f(2.980f, 1.400f, 0.883f);
doNormal3f(0.519720f, 0.000000f, 0.854336f);
glTexCoord2f(-0.134f, 0.666f);
doVertex3f(2.860f, 0.877f, 0.956f);
glTexCoord2f(-0.010f, 0.439f);
doVertex3f(2.860f, 1.400f, 0.956f);
doNormal3f(0.748075f, 0.000000f, 0.663614f);
glTexCoord2f(-0.102f, 0.647f);
doVertex3f(2.750f, 0.877f, 1.080f);
glTexCoord2f(-0.009f, 0.477f);
doVertex3f(2.750f, 1.400f, 1.080f);
doNormal3f(0.049938f, 0.000000f, 0.998752f);
glTexCoord2f(-0.041f, 0.675f);
doVertex3f(2.350f, 0.877f, 1.100f);
glTexCoord2f(0.048f, 0.512f);
doVertex3f(2.350f, 1.400f, 1.100f);
doNormal3f(0.455876f, 0.000000f, 0.890043f);
glTexCoord2f(0.033f, 0.684f);
doVertex3f(1.940f, 0.877f, 1.310f);
glTexCoord2f(0.095f, 0.570f);
doVertex3f(1.940f, 1.400f, 1.310f);
doNormal3f(0.003378f, 0.000000f, 0.999994f);
glTexCoord2f(0.468f, 0.920f);
doVertex3f(-1.020f, 0.877f, 1.320f);
glTexCoord2f(0.529f, 0.808f);
doVertex3f(-1.020f, 1.400f, 1.320f);
doNormal3f(0.178885f, 0.000000f, 0.983870f);
glTexCoord2f(0.536f, 0.949f);
doVertex3f(-1.460f, 0.877f, 1.400f);
glTexCoord2f(0.591f, 0.849f);
doVertex3f(-1.460f, 1.400f, 1.400f);
doNormal3f(0.006622f, 0.000000f, 0.999978f);
glTexCoord2f(0.759f, 1.070f);
doVertex3f(-2.970f, 0.877f, 1.410f);
glTexCoord2f(0.813f, 0.970f);
doVertex3f(-2.970f, 1.400f, 1.410f);
doNormal3f(-0.967641f, 0.000000f, -0.252333f);
glTexCoord2f(0.587f, 1.300f);
doVertex3f(-2.740f, 0.877f, 0.528f);
glTexCoord2f(0.917f, 0.700f);
doVertex3f(-2.740f, 1.400f, 0.528f);
doNormal3f(-0.426419f, 0.000000f, -0.904526f);
glTexCoord2f(0.375f, 1.300f);
doVertex3f(-1.620f, 0.877f, 0.000f);
glTexCoord2f(0.800f, 0.523f);
doVertex3f(-1.620f, 1.400f, 0.000f);
doNormal3f(0.000000f, 0.000000f, -1.000000f);
glTexCoord2f(-0.156f, 1.010f);
doVertex3f(1.990f, 0.877f, 0.000f);
glTexCoord2f(0.268f, 0.233f);
doVertex3f(1.990f, 1.400f, 0.000f);
doNormal3f(0.454326f, 0.000000f, -0.890835f);
glTexCoord2f(-0.246f, 0.896f);
doVertex3f(2.790f, 0.877f, 0.408f);
glTexCoord2f(0.123f, 0.220f);
doVertex3f(2.790f, 1.400f, 0.408f);
doNormal3f(0.978361f, 0.000000f, -0.206904f);
glTexCoord2f(-0.182f, 0.754f);
doVertex3f(2.860f, 0.877f, 0.739f);
glTexCoord2f(0.038f, 0.352f);
doVertex3f(2.860f, 1.400f, 0.739f);
doNormal3f(0.216192f, 0.000000f, -0.976351f);
glTexCoord2f(-0.193f, 0.727f);
doVertex3f(3.000f, 0.877f, 0.770f);
glTexCoord2f(0.009f, 0.356f);
doVertex3f(3.000f, 1.400f, 0.770f);
glEnd();
glBegin(GL_TRIANGLE_FAN);
doNormal3f(0.000000f, -1.000000f, 0.000000f);
glTexCoord2f(0.587f, 1.300f);
doVertex3f(-2.740f, 0.877f, 0.528f);
glTexCoord2f(0.375f, 1.300f);
doVertex3f(-1.620f, 0.877f, 0.000f);
glTexCoord2f(0.468f, 0.920f);
doVertex3f(-1.020f, 0.877f, 1.320f);
glTexCoord2f(0.536f, 0.949f);
doVertex3f(-1.460f, 0.877f, 1.400f);
glTexCoord2f(0.759f, 1.070f);
doVertex3f(-2.970f, 0.877f, 1.410f);
glEnd();
glBegin(GL_TRIANGLE_FAN);
doNormal3f(0.000000f, -1.000000f, 0.000000f);
glTexCoord2f(-0.156f, 1.010f);
doVertex3f(1.990f, 0.877f, 0.000f);
glTexCoord2f(-0.246f, 0.896f);
doVertex3f(2.790f, 0.877f, 0.408f);
glTexCoord2f(-0.182f, 0.754f);
doVertex3f(2.860f, 0.877f, 0.739f);
glTexCoord2f(-0.102f, 0.647f);
doVertex3f(2.750f, 0.877f, 1.080f);
glTexCoord2f(-0.041f, 0.675f);
doVertex3f(2.350f, 0.877f, 1.100f);
glTexCoord2f(0.033f, 0.684f);
doVertex3f(1.940f, 0.877f, 1.310f);
glTexCoord2f(0.468f, 0.920f);
doVertex3f(-1.020f, 0.877f, 1.320f);
glTexCoord2f(0.375f, 1.300f);
doVertex3f(-1.620f, 0.877f, 0.000f);
glEnd();
glBegin(GL_TRIANGLE_FAN);
doNormal3f(0.000000f, -1.000000f, 0.000000f);
glTexCoord2f(-0.182f, 0.754f);
doVertex3f(2.860f, 0.877f, 0.739f);
glTexCoord2f(-0.193f, 0.727f);
doVertex3f(3.000f, 0.877f, 0.770f);
glTexCoord2f(-0.164f, 0.679f);
doVertex3f(2.980f, 0.877f, 0.883f);
glTexCoord2f(-0.134f, 0.666f);
doVertex3f(2.860f, 0.877f, 0.956f);
glTexCoord2f(-0.102f, 0.647f);
doVertex3f(2.750f, 0.877f, 1.080f);
glEnd();
glBegin(GL_TRIANGLE_FAN);
doNormal3f(0.000000f, 1.000000f, 0.000000f);
glTexCoord2f(0.917f, 0.700f);
doVertex3f(-2.740f, 1.400f, 0.528f);
glTexCoord2f(0.813f, 0.970f);
doVertex3f(-2.970f, 1.400f, 1.410f);
glTexCoord2f(0.591f, 0.849f);
doVertex3f(-1.460f, 1.400f, 1.400f);
glTexCoord2f(0.529f, 0.808f);
doVertex3f(-1.020f, 1.400f, 1.320f);
glTexCoord2f(0.800f, 0.523f);
doVertex3f(-1.620f, 1.400f, 0.000f);
glEnd();
glBegin(GL_TRIANGLE_FAN);
doNormal3f(0.000000f, 1.000000f, 0.000000f);
glTexCoord2f(0.268f, 0.233f);
doVertex3f(1.990f, 1.400f, 0.000f);
glTexCoord2f(0.800f, 0.523f);
doVertex3f(-1.620f, 1.400f, 0.000f);
glTexCoord2f(0.529f, 0.808f);
doVertex3f(-1.020f, 1.400f, 1.320f);
glTexCoord2f(0.095f, 0.570f);
doVertex3f(1.940f, 1.400f, 1.310f);
glTexCoord2f(0.048f, 0.512f);
doVertex3f(2.350f, 1.400f, 1.100f);
glTexCoord2f(-0.009f, 0.477f);
doVertex3f(2.750f, 1.400f, 1.080f);
glTexCoord2f(0.038f, 0.352f);
doVertex3f(2.860f, 1.400f, 0.739f);
glTexCoord2f(0.123f, 0.220f);
doVertex3f(2.790f, 1.400f, 0.408f);
glEnd();
glBegin(GL_TRIANGLE_FAN);
doNormal3f(0.000000f, 1.000000f, 0.000000f);
glTexCoord2f(0.038f, 0.352f);
doVertex3f(2.860f, 1.400f, 0.739f);
glTexCoord2f(-0.009f, 0.477f);
doVertex3f(2.750f, 1.400f, 1.080f);
glTexCoord2f(-0.010f, 0.439f);
doVertex3f(2.860f, 1.400f, 0.956f);
glTexCoord2f(-0.015f, 0.407f);
doVertex3f(2.980f, 1.400f, 0.883f);
glTexCoord2f(0.009f, 0.356f);
doVertex3f(3.000f, 1.400f, 0.770f);
glEnd();
}
/*
* Local Variables: ***
* mode:C ***
* tab-width: 8 ***
* c-basic-offset: 2 ***
* indent-tabs-mode: t ***
* End: ***
* ex: shiftwidth=2 tabstop=8
*/
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