+#if RENDER_DEBUG_
+ if (hasNormals) {
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glBegin(GL_LINES);
+ for (size_t i = 0; i < face.numIndices; ++i) {
+ size_t vertIndex = face.indices[i];
+ Vector3D vertex = mesh.vertices[vertIndex];
+ Vector3D normal = mesh.normals[vertIndex];
+ glColor3f(ab(normal.x), ab(normal.y), ab(normal.z));
+ glVertex3f(vertex.x, vertex.y, vertex.z);
+ glVertex3f(vertex.x + normal.x, vertex.y + normal.y, vertex.z + normal.z);
+ }
+ glEnd();
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_LIGHTING);
+ }
+#endif // RENDER_DEBUG_
+