{\r
try\r
{\r
+ // Double check if we have mipmap ability\r
+ if (hasMipmap)\r
+ {\r
+ try\r
+ {\r
+ GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);\r
+ }\r
+ catch\r
+ {\r
+ Logger.DebugLog("Don't have glGenerateMipmap() after all");\r
+ hasMipmap = false;\r
+ }\r
+ }\r
GL.ShadeModel(ShadingModel.Smooth);\r
GL.ClearColor(0f, 0f, 0f, 0f);\r
\r
GL.Color4(faceColor);\r
}\r
\r
+ GL.NormalPointer(NormalPointerType.Float, 0, data.Normals);\r
GL.TexCoordPointer(2, TexCoordPointerType.Float, 0, data.TexCoords);\r
GL.VertexPointer(3, VertexPointerType.Float, 0, data.Vertices);\r
- GL.NormalPointer(NormalPointerType.Float, 0, data.Normals);\r
GL.DrawElements(BeginMode.Triangles, data.Indices.Length, DrawElementsType.UnsignedShort, data.Indices);\r
-\r
}\r
\r
// Pop the prim matrix\r