rendered paste body#include "..\linker.h"using namespace std;//mapint mappolycount;mappoly mappolygon[];int maptexture;//map enviromentfloat enviromentwave;int mapenvsegcount;mapenvseg mapenvpoly[];int grasstexture;int loadmap(char* mapfile){ int tmpint; ifstream filein(mapfile,ios::binary); filein.read((char*)(&tmpint),sizeof(int)); for (int i=0; i<tmpint; i++) { for (int b=0; b<3; b++) { filein.read((char*)(&mappolygon[mappolycount].x[b]),sizeof(float)); filein.read((char*)(&mappolygon[mappolycount].y[b]),sizeof(float)); filein.read((char*)(&mappolygon[mappolycount].z[b]),sizeof(float)); filein.read((char*)(&mappolygon[mappolycount].u[b]),sizeof(float)); filein.read((char*)(&mappolygon[mappolycount].v[b]),sizeof(float)); filein.read((char*)(&mappolygon[mappolycount].a[b]),sizeof(float)); } mappolycount++; } filein.close(); maptexture = loadbitmap("data\\texture\\map\\map.bmp"); grasstexture = loadbitmap("data\\texture\\map\\grass.bmp"); return 0;}void rendermap(void){ glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,maptexture); glBegin(GL_TRIANGLES); for (int i=0; i<mappolycount; i++) { for (int b=0; b<3; b++) { glTexCoord2d(mappolygon[i].u[b],mappolygon[i].v[b]); glColor4f(1.0f,1.0f,1.0f,mappolygon[i].a[b]); glVertex3f(mappolygon[i].x[b],mappolygon[i].y[b],mappolygon[i].z[b]); } } glEnd(); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D);}