+
+ for(unsigned j=0; j<bogies[i].axles.size(); ++j)
+ if(const GL::Object *obj = type.get_bogie_axle_object(i, j))
+ {
+ GL::PushMatrix push_mat3;
+ GL::translate(bogies[i].axles[j].position, 0, bogies[i].axles[j].wheel_dia/2);
+ GL::rotate(vehicle.get_bogie_axle_angle(i, j)*180/M_PI, 0, 1, 0);
+ obj->render(tag);
+ }
+
+ if(bogies[i].rotate_object)
+ GL::rotate(180, 0, 0, 1);
+ if(const GL::Object *obj = type.get_bogie_object(i))
+ obj->render(tag);