enableLighting();
}
+/* For debugging surface view */
+static void
+drawCubeBoundary(MainView *mview)
+{
+ MCube *mc;
+ GLfloat ox, oy, oz;
+ GLfloat px, py, pz;
+ if ((mc = mview->mol->mcube) == NULL || mc->showbox == 0)
+ return;
+ ox = mc->origin.x;
+ oy = mc->origin.y;
+ oz = mc->origin.z;
+ px = ox + mc->dx * mc->nx;
+ py = oy + mc->dy * mc->ny;
+ pz = oz + mc->dz * mc->nz;
+ glDisable(GL_LIGHTING);
+ glColor3f(0.0, 0.5, 0.75);
+ glBegin(GL_LINES);
+ glVertex3f(ox, oy, oz);
+ glVertex3f(px, oy, oz);
+ glVertex3f(ox, oy, oz);
+ glVertex3f(ox, py, oz);
+ glVertex3f(ox, oy, oz);
+ glVertex3f(ox, oy, pz);
+ glVertex3f(px, oy, oz);
+ glVertex3f(px, py, oz);
+ glVertex3f(px, oy, oz);
+ glVertex3f(px, oy, pz);
+ glVertex3f(ox, py, oz);
+ glVertex3f(px, py, oz);
+ glVertex3f(ox, py, oz);
+ glVertex3f(ox, py, pz);
+ glVertex3f(ox, oy, pz);
+ glVertex3f(px, oy, pz);
+ glVertex3f(ox, oy, pz);
+ glVertex3f(ox, py, pz);
+ glVertex3f(px, py, oz);
+ glVertex3f(px, py, pz);
+ glVertex3f(px, oy, pz);
+ glVertex3f(px, py, pz);
+ glVertex3f(ox, py, pz);
+ glVertex3f(px, py, pz);
+ glEnd();
+
+ enableLighting();
+}
+
static void
drawRotationCenter(MainView *mview)
{
drawModel(mview);
drawSurface(mview);
drawUnitCell(mview);
+ drawCubeBoundary(mview);
drawRotationCenter(mview);
drawGraphics(mview);