Someone
public text v1 · immutable2245 int x2;
2246 for (x2=0;x2<scaled_square_size;x2++)
2247 {
2248 // map x1, y1, x2 and y2 for the current scaled sqaure
2249 mx1 = mx + x2;
2250 my1 = my + y2;
2251 mx2 = mx + x2 + 1;
2252 my2 = my + y2 + 1;
2253 // world x1, y1, x2 and y2
2254 wx1 = (float) mx1 * world_square_size - terrainOffsetX;
2255 wy1 = (float) my1 * world_square_size - terrainOffsetY;
2256 wx2 = (float) mx2 * world_square_size - terrainOffsetX;
2257 wy2 = (float) my2 * world_square_size - terrainOffsetY;
2258
2259 // render it!
2260 glColor4f(calc_colours[y2][x2+1].r,
2261 calc_colours[y2][x2+1].g,
2262 calc_colours[y2][x2+1].b,
2263 calc_colours[y2][x2+1].a);
2264 glNormal3f(calc_normals[y2][x2+1].x, calc_normals[y2][x2+1].y, calc_normals[y2][x2+1].z);
2265 glTexCoord2f(calc_texcoords[y2][x2+1].u, calc_texcoords[y2][x2+1].v);
2266 glVertex3f(wx2, calc_heights[y2][x2+1], wy1);
2267
2268 glColor4f(calc_colours[y2+1][x2+1].r,
2269 calc_colours[y2+1][x2+1].g,
2270 calc_colours[y2+1][x2+1].b,
2271 calc_colours[y2+1][x2+1].a);
2272 glNormal3f(calc_normals[y2+1][x2+1].x, calc_normals[y2+1][x2+1].y, calc_normals[y2+1][x2+1].z);
2273 glTexCoord2f(calc_texcoords[y2+1][x2+1].u, calc_texcoords[y2+1][x2+1].v);
2274 glVertex3f(wx2, calc_heights[y2+1][x2+1], wy2);
2275
2276
2277 }