- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0, screen_w, 0, screen_h, 0, 1);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ const list<Train *> &trains = trfc_mgr->get_trains();
+ for(list<Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
+ {
+ GL::PushMatrix _push;
+
+ const Point &tp = (*i)->get_position();
+ GL::translate(tp.x, tp.y, 0.02);
+ GL::Immediate imm((GL::COLOR4_UBYTE, GL::VERTEX2));
+ imm.color(0.8f, 0.8f, 1.0f);
+ imm.begin(GL::TRIANGLE_FAN);
+ imm.vertex(0, 0);
+ for(unsigned j=0; j<=12; ++j)
+ imm.vertex(0.02*cos(j*M_PI/6), 0.02*sin(j*M_PI/6));
+ imm.end();
+
+ GL::rotate(cam_rot*180/M_PI, 0, 0, 1);
+ GL::translate(0.03, -0.02, 0);
+ GL::scale_uniform(0.04);
+ ui_res.get_default_font().draw_string((*i)->get_name());
+ GL::Texture::unbind();
+ }
+
+ GL::matrix_mode(GL::PROJECTION);
+ GL::load_identity();
+ GL::ortho_bottomleft(screen_w, screen_h);
+ GL::matrix_mode(GL::MODELVIEW);
+ GL::load_identity();