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// compile the display list, store the grid in it
glNewList(grid, GL_COMPILE);
GLint skybox_ptr;
skybox_ptr = glGetUniformLocation(shader, "isSkybox");
glUniform1i(skybox_ptr, 0);
// The actual grid
int x, y, z;
for (x=-MAP_HALFWIDTH; x<MAP_HALFWIDTH-1; x++)
{
glBegin(GL_TRIANGLE_STRIP);
for (z=-MAP_HALFLENGTH; z<(MAP_HALFLENGTH-1); z++)
{
glVertex3f(x, 0.0, -(z));
glVertex3f(x+1, 0.0, -(z));
}
glEnd();
}
glUniform1i(skybox_ptr, 1);
// The skybox
// The first two walls
for (x=-MAP_HALFWIDTH; x<=MAP_HALFWIDTH; x+=MAP_HALFWIDTH)
{
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(x, -MAP_HALFHEIGHT, -MAP_HALFLENGTH);
glVertex3f(x, MAP_HALFHEIGHT, -MAP_HALFLENGTH);
glVertex3f(x, -MAP_HALFHEIGHT, MAP_HALFLENGTH);
glVertex3f(x, MAP_HALFHEIGHT, MAP_HALFLENGTH);
glEnd();
}
// The other two walls
for (z=-MAP_HALFLENGTH; z<=MAP_HALFLENGTH; z+=MAP_HALFLENGTH)
{
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(-MAP_HALFWIDTH, -MAP_HALFHEIGHT, z);
glVertex3f(-MAP_HALFWIDTH, MAP_HALFHEIGHT, z);
glVertex3f(MAP_HALFWIDTH, -MAP_HALFHEIGHT, z);
glVertex3f(MAP_HALFWIDTH, MAP_HALFHEIGHT, z);
glEnd();
}
// Ceiling
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(-MAP_HALFWIDTH, MAP_HALFHEIGHT, -MAP_HALFLENGTH);
glVertex3f(MAP_HALFWIDTH, MAP_HALFHEIGHT, -MAP_HALFLENGTH);
glVertex3f(-MAP_HALFWIDTH, MAP_HALFHEIGHT, MAP_HALFLENGTH);
glVertex3f(MAP_HALFWIDTH, MAP_HALFHEIGHT, MAP_HALFLENGTH);
glEnd();
glEndList();
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