本文整理汇总了C++中qglPolygonMode函数的典型用法代码示例。如果您正苦于以下问题:C++ qglPolygonMode函数的具体用法?C++ qglPolygonMode怎么用?C++ qglPolygonMode使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了qglPolygonMode函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: RB_DrawMeshTris
/*
=============
RB_DrawMeshTris
Re-draws a mesh in outline mode
=============
*/
void RB_DrawMeshTris (GLenum polyMode, int numTMUs)
{
int i;
if (!r_showtris->value)
return;
if (r_showtris->value == 1)
GL_Disable(GL_DEPTH_TEST);
qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
for (i=0; i<numTMUs; i++)
GL_DisableTexture (i);
qglDisableClientState (GL_COLOR_ARRAY);
qglColor4f(1.0, 1.0, 1.0, 1.0);
RB_DrawArrays(polyMode);
qglEnableClientState (GL_COLOR_ARRAY);
for (i=0; i<numTMUs; i++)
GL_EnableTexture(i);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
if (r_showtris->value == 1)
GL_Enable(GL_DEPTH_TEST);
}
示例2: RB_DrawMeshTris
/*
=============
RB_DrawMeshTris
Re-draws a mesh in outline mode
=============
*/
void RB_DrawMeshTris (void)
{
int i, numTMUs = 0;
if (!r_showtris->value)
return;
if (r_showtris->value == 1)
GL_Disable(GL_DEPTH_TEST);
qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
for (i=0; i<glConfig.max_texunits; i++)
if (glState.activetmu[i])
{ numTMUs++; GL_DisableTexture (i); }
qglDisableClientState (GL_COLOR_ARRAY);
qglColor4f(1.0, 1.0, 1.0, 1.0);
RB_DrawArrays ();
qglEnableClientState (GL_COLOR_ARRAY);
for (i=0; i<numTMUs; i++)
GL_EnableTexture(i);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
if (r_showtris->value == 1)
GL_Enable(GL_DEPTH_TEST);
}
示例3: Terrain_DrawCam
void Terrain_DrawCam( terrainMesh_t *pm ) {
qglColor3f( 1,1,1 );
qglPushAttrib( GL_ALL_ATTRIB_BITS );
if ( g_bPatchWireFrame ) {
if( pm->bSelected ) {
qglLineWidth( 2 );
} else {
qglLineWidth( 1 );
}
qglDisable( GL_CULL_FACE );
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
qglDisable( GL_TEXTURE_2D );
if ( g_PrefsDlg.m_bGLLighting ) {
qglDisable( GL_LIGHTING );
}
DrawTerrain( pm, pm->bSelected, true );
if ( g_PrefsDlg.m_bGLLighting ) {
qglEnable( GL_LIGHTING );
}
qglEnable( GL_CULL_FACE );
qglLineWidth( 1 );
} else {
qglEnable( GL_CULL_FACE );
qglCullFace( GL_FRONT );
// draw the textured polys
DrawTerrain( pm, pm->bSelected, true );
// if selected, draw the red tint on the polys
if( pm->bSelected ) { // && ( g_qeglobals.d_savedinfo.include & INCLUDE_CAMERATINT ) ) {
qglColor4f( 1.0, 0.0, 0.0, 0.3 );
qglEnable( GL_BLEND );
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
DrawTerrain( pm, pm->bSelected );
qglColor3f( 1, 1, 1 );
}
// draw the backside poly outlines
qglCullFace( GL_BACK );
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
qglDisable( GL_BLEND );
DrawTerrain( pm, pm->bSelected, true );
}
qglPopAttrib();
}
示例4: Curve_XYDraw
/*
===============
Curve_XYDraw
===============
*/
void Curve_XYDraw (brush_t *b) {
curveBlock_t *cb;
cb = BrushToCurveBlock(b);
if (!cb) {
b->curveBrush = false;
return;
}
g_bCamPaint = false;
qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
SubdivideCurveBlock (cb);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
}
示例5: R_SetDefaultState
void
R_SetDefaultState(void)
{
qglClearColor(1, 0, 0.5, 0.5);
qglCullFace(GL_FRONT);
qglEnable(GL_TEXTURE_2D);
qglEnable(GL_ALPHA_TEST);
qglAlphaFunc(GL_GREATER, 0.666);
qglDisable(GL_DEPTH_TEST);
qglDisable(GL_CULL_FACE);
qglDisable(GL_BLEND);
qglColor4f(1, 1, 1, 1);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
qglShadeModel(GL_FLAT);
R_TextureMode(gl_texturemode->string);
R_TextureAlphaMode(gl_texturealphamode->string);
R_TextureSolidMode(gl_texturesolidmode->string);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
R_TexEnv(GL_REPLACE);
if (qglPointParameterfEXT)
{
float attenuations[3];
attenuations[0] = gl_particle_att_a->value;
attenuations[1] = gl_particle_att_b->value;
attenuations[2] = gl_particle_att_c->value;
/* GL_POINT_SMOOTH is not implemented by some OpenGL
drivers, especially the crappy Mesa3D backends like
i915.so. That the points are squares and not circles
is not a problem by Quake II! */
qglEnable(GL_POINT_SMOOTH);
qglPointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
gl_particle_min_size->value);
qglPointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
gl_particle_max_size->value);
qglPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, attenuations);
}
if (qglColorTableEXT && gl_ext_palettedtexture->value)
{
qglEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
R_SetTexturePalette(d_8to24table);
}
}
示例6: DrawMultitextured
/*
===================
DrawMultitextured
output = t0 * t1 or t0 + t1
t0 = most upstream according to spec
t1 = most downstream according to spec
===================
*/
static void DrawMultitextured( shaderCommands_t *input, int stage ) {
shaderStage_t *pStage;
pStage = tess.xstages[stage];
// Ridah
if ( tess.shader->noFog && pStage->isFogged ) {
R_FogOn();
} else if ( tess.shader->noFog && !pStage->isFogged ) {
R_FogOff(); // turn it back off
} else { // make sure it's on
R_FogOn();
}
// done.
GL_State( pStage->stateBits );
// this is an ugly hack to work around a GeForce driver
// bug with multitexture and clip planes
#ifndef USE_OPENGLES
if ( backEnd.viewParms.isPortal ) {
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
#endif
//
// base
//
GL_SelectTexture( 0 );
qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
R_BindAnimatedImage( &pStage->bundle[0] );
//
// lightmap/secondary pass
//
GL_SelectTexture( 1 );
qglEnable( GL_TEXTURE_2D );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
if ( r_lightmap->integer ) {
GL_TexEnv( GL_REPLACE );
} else {
GL_TexEnv( tess.shader->multitextureEnv );
}
qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[1] );
R_BindAnimatedImage( &pStage->bundle[1] );
R_DrawElements( input->numIndexes, input->indexes );
//
// disable texturing on TEXTURE1, then select TEXTURE0
//
//qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
示例7: RB_SetDefaultGLState
/*
======================
RB_SetDefaultGLState
This should initialize all GL state that any part of the entire program
may touch, including the editor.
======================
*/
void RB_SetDefaultGLState( void ) {
int i;
RB_LogComment( "--- R_SetDefaultGLState ---\n" );
qglClearDepth( 1.0f );
qglColor4f (1,1,1,1);
// the vertex array is always enabled
qglEnableClientState( GL_VERTEX_ARRAY );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
//
// make sure our GL state vector is set correctly
//
memset( &backEnd.glState, 0, sizeof( backEnd.glState ) );
backEnd.glState.forceGlState = true;
qglColorMask( 1, 1, 1, 1 );
qglEnable( GL_DEPTH_TEST );
qglEnable( GL_BLEND );
qglEnable( GL_SCISSOR_TEST );
qglEnable( GL_CULL_FACE );
qglDisable( GL_LIGHTING );
qglDisable( GL_LINE_STIPPLE );
qglDisable( GL_STENCIL_TEST );
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDepthFunc( GL_ALWAYS );
qglCullFace( GL_FRONT_AND_BACK );
qglShadeModel( GL_SMOOTH );
if ( r_useScissor.GetBool() ) {
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
for ( i = glConfig.maxTextureUnits - 1 ; i >= 0 ; i-- ) {
GL_SelectTexture( i );
// object linear texgen is our default
qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
if ( glConfig.texture3DAvailable ) {
qglDisable( GL_TEXTURE_3D );
}
if ( glConfig.cubeMapAvailable ) {
qglDisable( GL_TEXTURE_CUBE_MAP_EXT );
}
}
}
示例8: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
qglClearDepth( 1.0f );
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,1);
// initialize downstream texture unit if we're running
// in a multitexture environment
if ( qglActiveTextureARB ) {
GL_SelectTexture( 1 );
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
qglEnable(GL_TEXTURE_2D);
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
//qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
//
// make sure our GL state vector is set correctly
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
glState.storedGlState = 0;
glState.faceCulling = CT_TWO_SIDED;
glState.faceCullFront = qtrue;
glState.currentProgram = 0;
qglUseProgramObjectARB(0);
if (glRefConfig.vertexArrayObject)
qglBindVertexArrayARB(0);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glState.currentVao = NULL;
glState.vertexAttribsEnabled = 0;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDisable( GL_DEPTH_TEST );
qglEnable( GL_SCISSOR_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
if (glRefConfig.seamlessCubeMap)
qglEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
// GL_POLYGON_OFFSET_FILL will be glEnable()d when this is used
qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky
}
示例9: Brush_LightRadius
void CCamWnd::DrawLightRadius(brush_t* pBrush)
{
// if lighting
int nRadius = Brush_LightRadius(pBrush);
if (nRadius > 0)
{
Brush_SetLightColor(pBrush);
qglEnable (GL_BLEND);
qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDisable (GL_TEXTURE_2D);
qglEnable(GL_TEXTURE_2D);
qglDisable(GL_BLEND);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
}
}
示例10: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
qglClearDepth( 1.0f );
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,1);
// initialize downstream texture unit if we're running
// in a multitexture environment
if ( qglActiveTextureARB ) {
GL_SelectTexture( 1 );
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
qglEnable(GL_TEXTURE_2D);
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
// the vertex array is always enabled, but the color and texture
// arrays are enabled and disabled around the compiled vertex array call
qglEnableClientState (GL_VERTEX_ARRAY);
//
// make sure our GL state vector is set correctly
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDisable( GL_DEPTH_TEST );
qglEnable( GL_SCISSOR_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
qglClearDepth( 1.0 );
qglDrawBuffer( GL_FRONT );
#ifdef IOS
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#else
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#endif
qglDrawBuffer( GL_BACK );
#ifdef IOS
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#else
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#endif
}
示例11: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
qglClearDepth( 1.0f );
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,1);
// initialize downstream texture unit if we're running
// in a multitexture environment
if ( qglActiveTextureARB ) {
GL_SelectTexture( 1 );
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
qglEnable(GL_TEXTURE_2D);
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
//qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
//
// make sure our GL state vector is set correctly
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
glState.vertexAttribsState = 0;
glState.vertexAttribPointersSet = 0;
glState.currentProgram = 0;
qglUseProgramObjectARB(0);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glState.currentVBO = NULL;
glState.currentIBO = NULL;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDisable( GL_DEPTH_TEST );
qglEnable( GL_SCISSOR_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
qglClearDepth( 1.0 );
qglDrawBuffer( GL_FRONT );
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
qglDrawBuffer( GL_BACK );
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
}
示例12: Terrain_DrawXY
void Terrain_DrawXY( terrainMesh_t *pm, entity_t *owner ) {
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
if ( pm->bSelected ) {
qglColor3fv( g_qeglobals.d_savedinfo.colors[ COLOR_SELBRUSHES ] );
} else if ( owner != world_entity && _stricmp( owner->eclass->name, "func_group" ) ) {
qglColor3fv( owner->eclass->color );
} else {
//FIXME
qglColor3fv( g_qeglobals.d_savedinfo.colors[ COLOR_BRUSHES ] );
}
qglLineWidth( 1 );
DrawTerrain( pm, pm->bSelected );
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
示例13: GL_PolygonMode
/*
==================
GL_PolygonMode
==================
*/
void GL_PolygonMode (uint mode){
if (glState.polygonMode == mode)
return;
glState.polygonMode = mode;
qglPolygonMode(GL_FRONT_AND_BACK, mode);
}
示例14: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
//qglClearColor (1,0, 0.5 , 0.5); // NeVo - fucking ugly color!
qglClearColor (0,0,0,1); // NeVo - clear to black
qglCullFace(GL_FRONT);
qglEnable(GL_TEXTURE_2D);
qglEnable(GL_ALPHA_TEST);
qglAlphaFunc(GL_GREATER, 0.666);
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_CULL_FACE);
qglDisable (GL_BLEND);
qglColor4f (1,1,1,1);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglShadeModel (GL_FLAT);
GL_TextureMode( gl_texturemode->string );
GL_TextureAlphaMode( gl_texturealphamode->string );
GL_TextureSolidMode( gl_texturesolidmode->string );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_TexEnv( GL_REPLACE );
if ( qglPointParameterfEXT )
{
float attenuations[3];
attenuations[0] = gl_particle_att_a->value;
attenuations[1] = gl_particle_att_b->value;
attenuations[2] = gl_particle_att_c->value;
qglEnable( GL_POINT_SMOOTH );
qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value );
qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value );
qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations );
}
if ( qglColorTableEXT && gl_ext_palettedtexture->value )
{
qglEnable( GL_SHARED_TEXTURE_PALETTE_EXT );
GL_SetTexturePalette( d_8to24table );
}
GL_UpdateSwapInterval();
}
示例15: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
qglClearDepth( 1.0f );
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,1);
// initialize downstream texture unit if we're running
// in a multitexture environment
if ( qglActiveTextureARB ) {
GL_SelectTexture( 1 );
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
qglEnable(GL_TEXTURE_2D);
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
// the vertex array is always enabled, but the color and texture
// arrays are enabled and disabled around the compiled vertex array call
qglEnableClientState (GL_VERTEX_ARRAY);
//
// make sure our GL state vector is set correctly
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDisable( GL_DEPTH_TEST );
qglEnable( GL_SCISSOR_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
#ifdef _NPATCH
// If n-patches are supported, make sure they are disabled for now
// Set the initial tesselation level and the interpolation modes
if ( qglPNTrianglesiATI )
{
qglDisable( GL_PN_TRIANGLES_ATI );
qglPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI );
qglPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI );
qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, 3 );
}
#endif // _NPATCH
}