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SGI Developer Toolbox 6.1
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SGI Developer Toolbox 6.1 - Disc 1.iso
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OpenGL
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draw_logo.c
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C/C++ Source or Header
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1996-11-11
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18KB
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527 lines
/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
#include <GL/gl.h>
#include "objects.h"
static float scp[18][3] = {
{1.000000, 0.000000, 0.000000}, {1.000000, 0.000000, 5.000000},
{0.707107, 0.707107, 0.000000}, {0.707107, 0.707107, 5.000000},
{0.000000, 1.000000, 0.000000}, {0.000000, 1.000000, 5.000000},
{-0.707107, 0.707107, 0.000000}, {-0.707107, 0.707107, 5.000000},
{-1.000000, 0.000000, 0.000000}, {-1.000000, 0.000000, 5.000000},
{-0.707107, -0.707107, 0.000000}, {-0.707107, -0.707107, 5.000000},
{0.000000, -1.000000, 0.000000}, {0.000000, -1.000000, 5.000000},
{0.707107, -0.707107, 0.000000}, {0.707107, -0.707107, 5.000000},
{1.000000, 0.000000, 0.000000}, {1.000000, 0.000000, 5.000000},
};
static float dcp[18][3] = {
{1.000000, 0.000000, 0.000000}, {1.000000, 0.000000, 7.000000},
{0.707107, 0.707107, 0.000000}, {0.707107, 0.707107, 7.000000},
{0.000000, 1.000000, 0.000000}, {0.000000, 1.000000, 7.000000},
{-0.707107, 0.707107, 0.000000}, {-0.707107, 0.707107, 7.000000},
{-1.000000, 0.000000, 0.000000}, {-1.000000, 0.000000, 7.000000},
{-0.707107, -0.707107, 0.000000}, {-0.707107, -0.707107, 7.000000},
{0.000000, -1.000000, 0.000000}, {0.000000, -1.000000, 7.000000},
{0.707107, -0.707107, 0.000000}, {0.707107, -0.707107, 7.000000},
{1.000000, 0.000000, 0.000000}, {1.000000, 0.000000, 7.000000},
};
static float ep[7][9][3] = {
{
{1.000000, 0.000000, 0.000000},
{0.707107, 0.707107, 0.000000},
{0.000000, 1.000000, 0.000000},
{-0.707107, 0.707107, 0.000000},
{-1.000000, 0.000000, 0.000000},
{-0.707107, -0.707107, 0.000000},
{0.000000, -1.000000, 0.000000},
{0.707107, -0.707107, 0.000000},
{1.000000, 0.000000, 0.000000},
},
{
{1.000000, 0.034074, 0.258819},
{0.707107, 0.717087, 0.075806},
{0.000000, 1.000000, 0.000000},
{-0.707107, 0.717087, 0.075806},
{-1.000000, 0.034074, 0.258819},
{-0.707107, -0.648939, 0.441832},
{0.000000, -0.931852, 0.517638},
{0.707107, -0.648939, 0.441832},
{1.000000, 0.034074, 0.258819},
},
{
{1.000000, 0.133975, 0.500000},
{0.707107, 0.746347, 0.146447},
{0.000000, 1.000000, 0.000000},
{-0.707107, 0.746347, 0.146447},
{-1.000000, 0.133975, 0.500000},
{-0.707107, -0.478398, 0.853553},
{0.000000, -0.732051, 1.000000},
{0.707107, -0.478398, 0.853553},
{1.000000, 0.133975, 0.500000},
},
{
{1.000000, 0.292893, 0.707107},
{0.707107, 0.792893, 0.207107},
{0.000000, 1.000000, 0.000000},
{-0.707107, 0.792893, 0.207107},
{-1.000000, 0.292893, 0.707107},
{-0.707107, -0.207107, 1.207107},
{0.000000, -0.414214, 1.414214},
{0.707107, -0.207107, 1.207107},
{1.000000, 0.292893, 0.707107},
},
{
{1.000000, 0.500000, 0.866025},
{0.707107, 0.853553, 0.253653},
{0.000000, 1.000000, 0.000000},
{-0.707107, 0.853553, 0.253653},
{-1.000000, 0.500000, 0.866025},
{-0.707107, 0.146447, 1.478398},
{0.000000, 0.000000, 1.732051},
{0.707107, 0.146447, 1.478398},
{1.000000, 0.500000, 0.866025},
},
{
{1.000000, 0.741181, 0.965926},
{0.707107, 0.924194, 0.282913},
{0.000000, 1.000000, 0.000000},
{-0.707107, 0.924194, 0.282913},
{-1.000000, 0.741181, 0.965926},
{-0.707107, 0.558168, 1.648939},
{0.000000, 0.482362, 1.931852},
{0.707107, 0.558168, 1.648939},
{1.000000, 0.741181, 0.965926},
},
{
{1.000000, 1.000000, 1.000000},
{0.707107, 1.000000, 0.292893},
{0.000000, 1.000000, 0.000000},
{-0.707107, 1.000000, 0.292893},
{-1.000000, 1.000000, 1.000000},
{-0.707107, 1.000000, 1.707107},
{0.000000, 1.000000, 2.000000},
{0.707107, 1.000000, 1.707107},
{1.000000, 1.000000, 1.000000},
},
};
static float en[7][9][3] = {
{
{1.000000, 0.000000, 0.000000},
{0.707107, 0.707107, 0.000000},
{0.000000, 1.000000, 0.000000},
{-0.707107, 0.707107, 0.000000},
{-1.000000, 0.000000, 0.000000},
{-0.707107, -0.707107, 0.000000},
{0.000000, -1.000000, 0.000000},
{0.707107, -0.707107, 0.000000},
{1.000000, 0.000000, 0.000000},
},
{
{1.000000, 0.000000, 0.000000},
{0.707107, 0.683013, -0.183013},
{0.000000, 0.965926, -0.258819},
{-0.707107, 0.683013, -0.183013},
{-1.000000, 0.000000, 0.000000},
{-0.707107, -0.683013, 0.183013},
{0.000000, -0.965926, 0.258819},
{0.707107, -0.683013, 0.183013},
{1.000000, 0.000000, 0.000000},
},
{
{1.000000, 0.000000, 0.000000},
{0.707107, 0.612372, -0.353553},
{0.000000, 0.866025, -0.500000},
{-0.707107, 0.612372, -0.353553},
{-1.000000, 0.000000, 0.000000},
{-0.707107, -0.612372, 0.353553},
{0.000000, -0.866025, 0.500000},
{0.707107, -0.612372, 0.353553},
{1.000000, 0.000000, 0.000000},
},
{
{1.000000, 0.000000, 0.000000},
{0.707107, 0.500000, -0.500000},
{0.000000, 0.707107, -0.707107},
{-0.707107, 0.500000, -0.500000},
{-1.000000, 0.000000, 0.000000},
{-0.707107, -0.500000, 0.500000},
{0.000000, -0.707107, 0.707107},
{0.707107, -0.500000, 0.500000},
{1.000000, 0.000000, 0.000000},
},
{
{1.000000, 0.000000, 0.000000},
{0.707107, 0.353553, -0.612372},
{0.000000, 0.500000, -0.866025},
{-0.707107, 0.353553, -0.612372},
{-1.000000, 0.000000, 0.000000},
{-0.707107, -0.353553, 0.612372},
{0.000000, -0.500000, 0.866025},
{0.707107, -0.353553, 0.612372},
{1.000000, 0.000000, 0.000000},
},
{
{1.000000, 0.000000, 0.000000},
{0.707107, 0.183013, -0.683013},
{0.000000, 0.258819, -0.965926},
{-0.707107, 0.183013, -0.683013},
{-1.000000, 0.000000, 0.000000},
{-0.707107, -0.183013, 0.683013},
{0.000000, -0.258819, 0.965926},
{0.707107, -0.183013, 0.683013},
{1.000000, 0.000000, 0.000000},
},
{
{1.000000, 0.000000, 0.000000},
{0.707107, 0.000000, -0.707107},
{0.000000, 0.000000, -1.000000},
{-0.707107, 0.000000, -0.707107},
{-1.000000, 0.000000, 0.000000},
{-0.707107, 0.000000, 0.707107},
{0.000000, 0.000000, 1.000000},
{0.707107, 0.000000, 0.707107},
{1.000000, 0.000000, 0.000000},
},
};
static void draw_single_cylinder(void) {
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(scp[0]); glVertex3fv(scp[0]);
glNormal3fv(scp[0]); glVertex3fv(scp[1]);
glNormal3fv(scp[2]); glVertex3fv(scp[2]);
glNormal3fv(scp[2]); glVertex3fv(scp[3]);
glNormal3fv(scp[4]); glVertex3fv(scp[4]);
glNormal3fv(scp[4]); glVertex3fv(scp[5]);
glNormal3fv(scp[6]); glVertex3fv(scp[6]);
glNormal3fv(scp[6]); glVertex3fv(scp[7]);
glNormal3fv(scp[8]); glVertex3fv(scp[8]);
glNormal3fv(scp[8]); glVertex3fv(scp[9]);
glNormal3fv(scp[10]); glVertex3fv(scp[10]);
glNormal3fv(scp[10]); glVertex3fv(scp[11]);
glNormal3fv(scp[12]); glVertex3fv(scp[12]);
glNormal3fv(scp[12]); glVertex3fv(scp[13]);
glNormal3fv(scp[14]); glVertex3fv(scp[14]);
glNormal3fv(scp[14]); glVertex3fv(scp[15]);
glNormal3fv(scp[16]); glVertex3fv(scp[16]);
glNormal3fv(scp[16]); glVertex3fv(scp[17]);
glEnd();
}
static void draw_double_cylinder(void) {
glEnable(GL_NORMALIZE);
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(dcp[0]); glVertex3fv(dcp[0]);
glNormal3fv(dcp[0]);
glVertex3fv(dcp[1]);
glNormal3fv(dcp[2]); glVertex3fv(dcp[2]);
glNormal3fv(dcp[2]);
glVertex3fv(dcp[3]);
glNormal3fv(dcp[4]); glVertex3fv(dcp[4]);
glNormal3fv(dcp[4]);
glVertex3fv(dcp[5]);
glNormal3fv(dcp[6]); glVertex3fv(dcp[6]);
glNormal3fv(dcp[6]);
glVertex3fv(dcp[7]);
glNormal3fv(dcp[8]); glVertex3fv(dcp[8]);
glNormal3fv(dcp[8]);
glVertex3fv(dcp[9]);
glNormal3fv(dcp[10]); glVertex3fv(dcp[10]);
glNormal3fv(dcp[10]);
glVertex3fv(dcp[11]);
glNormal3fv(dcp[12]); glVertex3fv(dcp[12]);
glNormal3fv(dcp[12]);
glVertex3fv(dcp[13]);
glNormal3fv(dcp[14]); glVertex3fv(dcp[14]);
glNormal3fv(dcp[14]);
glVertex3fv(dcp[15]);
glNormal3fv(dcp[16]); glVertex3fv(dcp[16]);
glNormal3fv(dcp[16]);
glVertex3fv(dcp[17]);
glEnd();
}
static void draw_elbow(void) {
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[0][0]); glVertex3fv(ep[0][0]);
glNormal3fv(en[1][0]); glVertex3fv(ep[1][0]);
glNormal3fv(en[0][1]); glVertex3fv(ep[0][1]);
glNormal3fv(en[1][1]); glVertex3fv(ep[1][1]);
glNormal3fv(en[0][2]); glVertex3fv(ep[0][2]);
glNormal3fv(en[1][2]); glVertex3fv(ep[1][2]);
glNormal3fv(en[0][3]); glVertex3fv(ep[0][3]);
glNormal3fv(en[1][3]); glVertex3fv(ep[1][3]);
glNormal3fv(en[0][4]); glVertex3fv(ep[0][4]);
glNormal3fv(en[1][4]); glVertex3fv(ep[1][4]);
glNormal3fv(en[0][5]); glVertex3fv(ep[0][5]);
glNormal3fv(en[1][5]); glVertex3fv(ep[1][5]);
glNormal3fv(en[0][6]); glVertex3fv(ep[0][6]);
glNormal3fv(en[1][6]); glVertex3fv(ep[1][6]);
glNormal3fv(en[0][7]); glVertex3fv(ep[0][7]);
glNormal3fv(en[1][7]); glVertex3fv(ep[1][7]);
glNormal3fv(en[0][8]); glVertex3fv(ep[0][8]);
glNormal3fv(en[1][8]); glVertex3fv(ep[1][8]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[1][0]); glVertex3fv(ep[1][0]);
glNormal3fv(en[2][0]); glVertex3fv(ep[2][0]);
glNormal3fv(en[1][1]); glVertex3fv(ep[1][1]);
glNormal3fv(en[2][1]); glVertex3fv(ep[2][1]);
glNormal3fv(en[1][2]); glVertex3fv(ep[1][2]);
glNormal3fv(en[2][2]); glVertex3fv(ep[2][2]);
glNormal3fv(en[1][3]); glVertex3fv(ep[1][3]);
glNormal3fv(en[2][3]); glVertex3fv(ep[2][3]);
glNormal3fv(en[1][4]); glVertex3fv(ep[1][4]);
glNormal3fv(en[2][4]); glVertex3fv(ep[2][4]);
glNormal3fv(en[1][5]); glVertex3fv(ep[1][5]);
glNormal3fv(en[2][5]); glVertex3fv(ep[2][5]);
glNormal3fv(en[1][6]); glVertex3fv(ep[1][6]);
glNormal3fv(en[2][6]); glVertex3fv(ep[2][6]);
glNormal3fv(en[1][7]); glVertex3fv(ep[1][7]);
glNormal3fv(en[2][7]); glVertex3fv(ep[2][7]);
glNormal3fv(en[1][8]); glVertex3fv(ep[1][8]);
glNormal3fv(en[2][8]); glVertex3fv(ep[2][8]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[2][0]); glVertex3fv(ep[2][0]);
glNormal3fv(en[3][0]); glVertex3fv(ep[3][0]);
glNormal3fv(en[2][1]); glVertex3fv(ep[2][1]);
glNormal3fv(en[3][1]); glVertex3fv(ep[3][1]);
glNormal3fv(en[2][2]); glVertex3fv(ep[2][2]);
glNormal3fv(en[3][2]); glVertex3fv(ep[3][2]);
glNormal3fv(en[2][3]); glVertex3fv(ep[2][3]);
glNormal3fv(en[3][3]); glVertex3fv(ep[3][3]);
glNormal3fv(en[2][4]); glVertex3fv(ep[2][4]);
glNormal3fv(en[3][4]); glVertex3fv(ep[3][4]);
glNormal3fv(en[2][5]); glVertex3fv(ep[2][5]);
glNormal3fv(en[3][5]); glVertex3fv(ep[3][5]);
glNormal3fv(en[2][6]); glVertex3fv(ep[2][6]);
glNormal3fv(en[3][6]); glVertex3fv(ep[3][6]);
glNormal3fv(en[2][7]); glVertex3fv(ep[2][7]);
glNormal3fv(en[3][7]); glVertex3fv(ep[3][7]);
glNormal3fv(en[2][8]); glVertex3fv(ep[2][8]);
glNormal3fv(en[3][8]); glVertex3fv(ep[3][8]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[3][0]); glVertex3fv(ep[3][0]);
glNormal3fv(en[4][0]); glVertex3fv(ep[4][0]);
glNormal3fv(en[3][1]); glVertex3fv(ep[3][1]);
glNormal3fv(en[4][1]); glVertex3fv(ep[4][1]);
glNormal3fv(en[3][2]); glVertex3fv(ep[3][2]);
glNormal3fv(en[4][2]); glVertex3fv(ep[4][2]);
glNormal3fv(en[3][3]); glVertex3fv(ep[3][3]);
glNormal3fv(en[4][3]); glVertex3fv(ep[4][3]);
glNormal3fv(en[3][4]); glVertex3fv(ep[3][4]);
glNormal3fv(en[4][4]); glVertex3fv(ep[4][4]);
glNormal3fv(en[3][5]); glVertex3fv(ep[3][5]);
glNormal3fv(en[4][5]); glVertex3fv(ep[4][5]);
glNormal3fv(en[3][6]); glVertex3fv(ep[3][6]);
glNormal3fv(en[4][6]); glVertex3fv(ep[4][6]);
glNormal3fv(en[3][7]); glVertex3fv(ep[3][7]);
glNormal3fv(en[4][7]); glVertex3fv(ep[4][7]);
glNormal3fv(en[3][8]); glVertex3fv(ep[3][8]);
glNormal3fv(en[4][8]); glVertex3fv(ep[4][8]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[4][0]); glVertex3fv(ep[4][0]);
glNormal3fv(en[5][0]); glVertex3fv(ep[5][0]);
glNormal3fv(en[4][1]); glVertex3fv(ep[4][1]);
glNormal3fv(en[5][1]); glVertex3fv(ep[5][1]);
glNormal3fv(en[4][2]); glVertex3fv(ep[4][2]);
glNormal3fv(en[5][2]); glVertex3fv(ep[5][2]);
glNormal3fv(en[4][3]); glVertex3fv(ep[4][3]);
glNormal3fv(en[5][3]); glVertex3fv(ep[5][3]);
glNormal3fv(en[4][4]); glVertex3fv(ep[4][4]);
glNormal3fv(en[5][4]); glVertex3fv(ep[5][4]);
glNormal3fv(en[4][5]); glVertex3fv(ep[4][5]);
glNormal3fv(en[5][5]); glVertex3fv(ep[5][5]);
glNormal3fv(en[4][6]); glVertex3fv(ep[4][6]);
glNormal3fv(en[5][6]); glVertex3fv(ep[5][6]);
glNormal3fv(en[4][7]); glVertex3fv(ep[4][7]);
glNormal3fv(en[5][7]); glVertex3fv(ep[5][7]);
glNormal3fv(en[4][8]); glVertex3fv(ep[4][8]);
glNormal3fv(en[5][8]); glVertex3fv(ep[5][8]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[5][0]); glVertex3fv(ep[5][0]);
glNormal3fv(en[6][0]); glVertex3fv(ep[6][0]);
glNormal3fv(en[5][1]); glVertex3fv(ep[5][1]);
glNormal3fv(en[6][1]); glVertex3fv(ep[6][1]);
glNormal3fv(en[5][2]); glVertex3fv(ep[5][2]);
glNormal3fv(en[6][2]); glVertex3fv(ep[6][2]);
glNormal3fv(en[5][3]); glVertex3fv(ep[5][3]);
glNormal3fv(en[6][3]); glVertex3fv(ep[6][3]);
glNormal3fv(en[5][4]); glVertex3fv(ep[5][4]);
glNormal3fv(en[6][4]); glVertex3fv(ep[6][4]);
glNormal3fv(en[5][5]); glVertex3fv(ep[5][5]);
glNormal3fv(en[6][5]); glVertex3fv(ep[6][5]);
glNormal3fv(en[5][6]); glVertex3fv(ep[5][6]);
glNormal3fv(en[6][6]); glVertex3fv(ep[6][6]);
glNormal3fv(en[5][7]); glVertex3fv(ep[5][7]);
glNormal3fv(en[6][7]); glVertex3fv(ep[6][7]);
glNormal3fv(en[5][8]); glVertex3fv(ep[5][8]);
glNormal3fv(en[6][8]); glVertex3fv(ep[6][8]);
glEnd();
}
static void bend_forward(void) {
glTranslatef(0.0, 1.000000, 0.0);
glRotatef (0.1 * (900), 1.0, 0.0, 0.0);
glTranslatef(0.0, -1.000000, 0.0);
}
static void bend_left(void) {
glRotatef (0.1 * (-900), 0.0, 0.0, 1.0);
glTranslatef(0.0, 1.000000, 0.0);
glRotatef (0.1 * (900), 1.0, 0.0, 0.0);
glTranslatef(0.0, -1.000000, 0.0);
}
static void bend_right(void) {
glRotatef (0.1 * (900), 0.0, 0.0, 1.0);
glTranslatef(0.0, 1.000000, 0.0);
glRotatef (0.1 * (900), 1.0, 0.0, 0.0);
glTranslatef(0.0, -1.000000, 0.0);
}
void draw_logo(void) {
if( MAT_LOGO) {
glCallList( MAT_LOGO);
}
glTranslatef(5.500000, -3.500000, 4.500000);
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -5.000000);
draw_single_cylinder();
bend_right();
draw_elbow();
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -5.000000);
draw_single_cylinder();
bend_left();
draw_elbow();
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -5.000000);
draw_single_cylinder();
bend_right();
draw_elbow();
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -5.000000);
draw_single_cylinder();
bend_left();
draw_elbow();
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -5.000000);
draw_single_cylinder();
bend_right();
draw_elbow();
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -7.000000);
draw_double_cylinder();
bend_forward();
draw_elbow();
glTranslatef(0.0, 0.0, -5.000000);
draw_single_cylinder();
bend_left();
draw_elbow();
glDisable(GL_NORMALIZE);
}