GLuint bboxList;
GLuint goalList;
GLuint fishList;
+ int fish_polys, box_polys;
XColor *colors;
School *school;
GLXContext *context;
if (sc->school != (School *)0) {
setBBox(sc->school, -aspect*160, aspect*160, -130, 130, -450, -50.0);
glDeleteLists(sc->bboxList, 1);
- createBBoxList(&SCHOOL_BBOX(sc->school), &sc->bboxList, wire);
+ createBBoxList(&SCHOOL_BBOX(sc->school), &sc->bboxList, wire);
}
reshape(width, height);
}
initGLEnv(DoFog);
initFishes(sc->school);
- createDrawLists(&SCHOOL_BBOX(sc->school), &sc->bboxList, &sc->goalList, &sc->fishList, wire);
+ createDrawLists(&SCHOOL_BBOX(sc->school), &sc->bboxList, &sc->goalList, &sc->fishList,
+ &sc->fish_polys, &sc->box_polys, wire);
computeAccelerations(sc->school);
}
glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sc->context));
+ mi->polygon_count = 0;
+
if ((sc->goalCounter % GoalChgFreq) == 0)
newGoal(sc->school);
sc->goalCounter++;
sc->rotCounter = (sc->rotCounter%360);
applyMovements(sc->school);
- drawSchool(sc->colors, sc->school, sc->bboxList, sc->goalList, sc->fishList, sc->rotCounter, sc->drawGoal, sc->drawBBox);
+ drawSchool(sc->colors, sc->school, sc->bboxList, sc->goalList, sc->fishList, sc->rotCounter, sc->drawGoal, sc->drawBBox,
+ sc->fish_polys, sc->box_polys,
+ &mi->polygon_count);
computeAccelerations(sc->school);
if (mi->fps_p)