- glNormal3f (x1, z1, y1);
- glVertex3f (x1, z1, y1);
- glVertex3f (x2, z2, y2);
+ GLfloat x1t = (L2*X*z1-X*Z*y1+L*Y*x1)/(L*L2);
+ GLfloat z1t = (L2*Y*z1-Y*Z*y1-L*X*x1)/(L*L2);
+ GLfloat y1t = (Z*z1+L2*y1)/L;
+
+ GLfloat x2t = (L2*X*z2-X*Z*y2+L*Y*x2)/(L*L2) + n1->pos.x;
+ GLfloat z2t = (L2*Y*z2-Y*Z*y2-L*X*x2)/(L*L2) + n1->pos.y;
+ GLfloat y2t = (Z*z2+L2*y2)/L + n1->pos.z;
+
+ glNormal3f (x1t, z1t, y1t);
+
+ x1t += n1->pos.x;
+ z1t += n1->pos.y;
+ y1t += n1->pos.z;
+
+ if (k == 0)
+ glVertex3f (x1t, z1t, y1t);
+ glVertex3f (x1t, z1t, y1t);
+
+ glVertex3f (x2t, z2t, y2t);
+ if (k == TENTACLE_FACES)
+ glVertex3f (x2t, z2t, y2t);
+