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| void draw()
{
glPointSize(5);
glBegin(GL_TRIANGLES);
for ( int i = 0; i < numFaces; i++ )
{
glNormal3d(vertex[ face[i].a ].x,vertex[ face[i].a ].y,vertex[ face[i].a ].z);
glVertex3d(vertex[ face[i].a ].x,vertex[ face[i].a ].y,vertex[ face[i].a ].z);
glVertex3d(vertex[ face[i].b ].x,vertex[ face[i].b ].y,vertex[ face[i].b ].z);
glVertex3d(vertex[ face[i].c ].x,vertex[ face[i].c ].y,vertex[ face[i].c ].z);
glVertex3d(vertex[ face[i].d ].x,vertex[ face[i].d ].y,vertex[ face[i].d ].z);
}
glEnd();
} |
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