using now 3d asteroids
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+5
-12
@@ -651,9 +651,6 @@ void ViewBase::DrawOBJModelShaded (OBJModelPtr obj_model) {
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std::map<std::string, GLuint>::const_iterator iter;
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GLuint texture = 0;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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for (int i = 0; i < obj_model->getNumberOfMeshes(); ++i)
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{
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pMesh = &obj_model->getMesh(i);
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@@ -721,7 +718,7 @@ void ViewBase::DrawOBJModelShaded (OBJModelPtr obj_model) {
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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} else {
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LogMessage ("bumpmap %s not found", pMaterial->bumpMapFilename.c_str());
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LogError ("bumpmap %s not found", pMaterial->bumpMapFilename.c_str());
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}
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// Bind the color map texture.
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@@ -735,7 +732,7 @@ void ViewBase::DrawOBJModelShaded (OBJModelPtr obj_model) {
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if (iter != mGLTextures.end()) {
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texture = iter->second;
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} else {
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LogMessage ("color map %s not found", pMaterial->colorMapFilename.c_str());
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LogError ("color map %s not found", pMaterial->colorMapFilename.c_str());
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}
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}
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@@ -812,17 +809,13 @@ void ViewBase::DrawOBJModelShaded (OBJModelPtr obj_model) {
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// as we might be using multiple textures (at least for the normal mapping
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// case) we have to disable both textures
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glUseProgram(0);
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glDisable(GL_BLEND);
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// disable texture drawing
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// glDisable(GL_TEXTURE_2D);
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}
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/*
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