vfor (uint i= 0;
i<pd->mod3ds.GetMeshCount(); i++)
v {
v LMesh &mesh =
pd->mod3ds.GetMesh(i);
v glBegin(GL_TRIANGLES);
v for(uint
j=0;j<mesh.GetTriangleCount();++j)
v {
v LTriangle2 t=mesh.GetTriangle2(j);
v uint im=mesh.GetMaterial(tt.materialId);
v LColor3 mm=
pd->mod3ds.GetMaterial(im).GetDiffuseColor();
v glColor3f(mm.r,mm.g,mm.b);
v glNormal3f(t.vertexNormals[0].x,t.vertexNormals[0].y,t.vertexNormals[0].z);
v glVertex3f(t.vertices[0].x,t.vertices[0].y,t.vertices[0].z);
v glNormal3f(t.vertexNormals[1].x,t.vertexNormals[1].y,t.vertexNormals[1].z);
v glVertex3f(t.vertices[1].x,t.vertices[1].y,t.vertices[1].z);
v glNormal3f(t.vertexNormals[2].x,t.vertexNormals[2].y,t.vertexNormals[2].z);
v glVertex3f(t.vertices[2].x,t.vertices[2].y,t.vertices[2].z);
v }
v glEnd();
v }
v