glCullFace(GL_FRONT)\r
glNormalPointer(GL_FLOAT, 0, mesh.invNormal)\r
glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount)\r
+ glCullFace(GL_BACK)\r
\r
glDisableClientState(GL_VERTEX_ARRAY)\r
glDisableClientState(GL_NORMAL_ARRAY);\r
elif self.viewMode == "X-Ray":\r
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)\r
glDisable(GL_DEPTH_TEST)\r
- glEnable(GL_STENCIL_TEST);\r
+ glEnable(GL_STENCIL_TEST)\r
glStencilFunc(GL_ALWAYS, 1, 1)\r
glStencilOp(GL_INCR, GL_INCR, GL_INCR)\r
self.drawModel(obj)\r
glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);\r
\r
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)\r
- glStencilFunc(GL_EQUAL, 0, 1);\r
+ glStencilFunc(GL_EQUAL, 0, 1)\r
glColor(1, 1, 1)\r
self.drawModel(obj)\r
- glStencilFunc(GL_EQUAL, 1, 1);\r
+ glStencilFunc(GL_EQUAL, 1, 1)\r
glColor(1, 0, 0)\r
self.drawModel(obj)\r
\r
glEnd()\r
glPopMatrix()\r
\r
- glDisable(GL_STENCIL_TEST);\r
+ glDisable(GL_STENCIL_TEST)\r
glEnable(GL_DEPTH_TEST)\r
elif self.viewMode == "Normal":\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, self.objColor[self.parent.objectList.index(obj)])\r