private static void RenderFace(ref ObjectFace Face, double CameraX, double CameraY, double CameraZ)
{
if (CullEnabled)
{
if (!OptionBackfaceCulling || (ObjectManager.Objects[Face.ObjectIndex].Mesh.Faces[Face.FaceIndex].Flags & World.MeshFace.Face2Mask) != 0)
{
GL.Disable(EnableCap.CullFace);
CullEnabled = false;
}
}
else if (OptionBackfaceCulling)
{
if ((ObjectManager.Objects[Face.ObjectIndex].Mesh.Faces[Face.FaceIndex].Flags & World.MeshFace.Face2Mask) == 0)
{
GL.Enable(EnableCap.CullFace);
CullEnabled = true;
}
}
int r = (int)ObjectManager.Objects[Face.ObjectIndex].Mesh.Faces[Face.FaceIndex].Material;
RenderFace(ref ObjectManager.Objects[Face.ObjectIndex].Mesh.Materials[r], ObjectManager.Objects[Face.ObjectIndex].Mesh.Vertices, ref ObjectManager.Objects[Face.ObjectIndex].Mesh.Faces[Face.FaceIndex], CameraX, CameraY, CameraZ);
}
private static void RenderFace(ref World.MeshMaterial Material, World.Vertex[] Vertices, ref World.MeshFace Face, double CameraX, double CameraY, double CameraZ)