rendered paste body//
// DrawEntireWorld
//
// Draw the WHOLE world,
// ignoring the octree.
//
void DrawEntireWorld (void)
{
/* int i;
for (i = 0; i < World::numworldpolys; i++)
DrawWorldPolygon (&World::worldpolys[i]);*/
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
glEnableClientState (GL_NORMAL_ARRAY);
glEnableClientState (GL_VERTEX_ARRAY);
glNormalPointer (GL_FLOAT, 0, World::worldnorms);
glTexCoordPointer (2, GL_FLOAT, 0, World::worlduvs);
glVertexPointer (3, GL_FLOAT, 0, World::worldverts);
glDrawArrays (GL_TRIANGLES, 0, World::numworldpolys);
// Turn everything off for next draw command
glDisableClientState (GL_VERTEX_ARRAY);
glDisableClientState (GL_NORMAL_ARRAY);
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
}