- for (z = 0; z <= 1; z++)
- {
- glFrontFace(z == 0 ? GL_CCW : GL_CW);
- glNormal3f(0, (z == 0 ? -1 : 1), 0);
- glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLE_FAN);
- if (! wire) glVertex3f(0, z, 0);
- for (i = 0, th = 0; i <= faces; i++)
- {
- GLfloat x = cos (th);
- GLfloat y = sin (th);
- glVertex3f(x, z, y);
- th += step;
- }
- glEnd();
- }
+ if (caps_p)
+ for (z = 0; z <= 1; z++)
+ {
+ out = 0;
+ if (! wire_p)
+ {
+ array[out].p.x = 0;
+ array[out].p.y = z;
+ array[out].p.z = 0;
+
+ array[out].n.x = 0;
+ array[out].n.y = (z == 0 ? -1 : 1);
+ array[out].n.z = 0;
+ out++;
+ }
+
+ th = 0;
+ for (i = (z == 0 ? 0 : faces);
+ (z == 0 ? i <= faces : i >= 0);
+ i += (z == 0 ? 1 : -1)) {
+ GLfloat x = cos (th);
+ GLfloat y = sin (th);
+
+ array[out] = array[0]; /* same normal and texture */
+ array[out].p.x = x;
+ array[out].p.y = z;
+ array[out].p.z = y;
+ out++;
+
+ th += (z == 0 ? step : -step);
+
+ polys++;
+ if (out >= arraysize) abort();
+ }
+
+ glVertexPointer (3, GL_FLOAT, sizeof(*array), &array[0].p);
+ glNormalPointer ( GL_FLOAT, sizeof(*array), &array[0].n);
+ glTexCoordPointer (2, GL_FLOAT, sizeof(*array), &array[0].s);
+
+ glFrontFace(GL_CCW);
+ glDrawArrays ((wire_p ? GL_LINE_LOOP : GL_TRIANGLE_FAN), 0, out);
+ }
+
+ free(array);
+
+ return polys;