//placeholder placeholder lol void polymer_glinit(void) { bglClearColor(0.0f, 0.0f, 0.0f, 1.0f); bglClear(GL_COLOR_BUFFER_BIT); bglViewport(0, 0, 1024, 768); bglDisable(GL_TEXTURE_2D); bglEnable(GL_DEPTH_TEST); bglMatrixMode(GL_PROJECTION); bglLoadIdentity(); bglFrustum(-1.0f, 1.0f, -0.75f, 0.75, 1.0f, 100.0f); bglMatrixMode(GL_MODELVIEW); bglLoadIdentity(); } void polymer_drawsector(short sectnum) { sectortype *sec; walltype *wal; sec = §or[sectnum]; wal = &wall[sec->wallptr]; OSD_Printf("%i\n", sec->wallnum); } void polymer_drawrooms(void) { OSD_Printf("drawrooms\n"); polymer_glinit(); polymer_drawsector(globalcursectnum); }