glNewList(2, GL_COMPILE);
for (int i=0; i<6; i++)
{
glBegin(GL_POLYGON);
x=Friend2[faceRefs2[i][0]][0];
y=Friend2[faceRefs2[i][0]][1];
z=Friend2[faceRefs2[i][0]][2];
glVertex3f(x, y, z);
x=Friend2[faceRefs2[i][1]][0];
y=Friend2[faceRefs2[i][1]][1];
z=Friend2[faceRefs2[i][1]][2];
glVertex3f(x, y, z);
x=Friend2[faceRefs2[i][2]][0];
y=Friend2[faceRefs2[i][2]][1];
z=Friend2[faceRefs2[i][2]][2];
glVertex3f(x, y, z);
x=Friend2[faceRefs2[i][3]][0];
y=Friend2[faceRefs2[i][3]][1];
z=Friend2[faceRefs2[i][3]][2];
glVertex3f(x, y, z);
if(faceRefs2[i][4] != -1)
{
x=Friend2[faceRefs2[i][4]][0];
y=Friend2[faceRefs2[i][4]][1];
z=Friend2[faceRefs2[i][4]][2];
glVertex3f(x, y, z);
}
glEnd();
}
glColor3f(1.0f,0.0f,1.0f);
glBegin(GL_QUADS);
x=Friend2[4][0];
y=Friend2[4][1];
z=Friend2[4][2];
glVertex3f(x,y,z);
x=Friend2[5][0];
y=Friend2[5][1];
z=Friend2[5][2];
glVertex3f(x,y,z);
x=Friend2[6][0];
y=Friend2[6][1];
z=Friend2[6][2];
glVertex3f(x,y,z);
x=Friend2[7][0];
y=Friend2[7][1];
z=Friend2[7][2];
glVertex3f(x,y,z);
glEnd();
glEndList();
glNewList(2, GL_COMPILE);
for (int i=0; i<6; i++)
{
glBegin(GL_POLYGON);
x=Friend2[faceRefs2[i][0]][0];
y=Friend2[faceRefs2[i][0]][1];
z=Friend2[faceRefs2[i][0]][2];
glVertex3f(x, y, z);
x=Friend2[faceRefs2[i][1]][0];
y=Friend2[faceRefs2[i][1]][1];
z=Friend2[faceRefs2[i][1]][2];
glVertex3f(x, y, z);
x=Friend2[faceRefs2[i][2]][0];
y=Friend2[faceRefs2[i][2]][1];
z=Friend2[faceRefs2[i][2]][2];
glVertex3f(x, y, z);
x=Friend2[faceRefs2[i][3]][0];
y=Friend2[faceRefs2[i][3]][1];
z=Friend2[faceRefs2[i][3]][2];
glVertex3f(x, y, z);
if(faceRefs2[i][4] != -1)
{
x=Friend2[faceRefs2[i][4]][0];
y=Friend2[faceRefs2[i][4]][1];
z=Friend2[faceRefs2[i][4]][2];
glVertex3f(x, y, z);
}
glEnd();
}
glColor3f(1.0f,0.0f,1.0f);
glBegin(GL_QUADS);
x=Friend2[4][0];
y=Friend2[4][1];
z=Friend2[4][2];
glVertex3f(x,y,z);
x=Friend2[5][0];
y=Friend2[5][1];
z=Friend2[5][2];
glVertex3f(x,y,z);
x=Friend2[6][0];
y=Friend2[6][1];
z=Friend2[6][2];
glVertex3f(x,y,z);
x=Friend2[7][0];
y=Friend2[7][1];
z=Friend2[7][2];
glVertex3f(x,y,z);
glEnd();
glEndList();
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