void mesh :: drawShadedSolid2(){
for( int x=0; x<gridW-1; x++ )
{
for( int y=0; y<gridH-1; y++ )
{
glColor3f(.5,.5,.5);
Vec3d A = grid[x][y] ;
Vec3d B = grid[x+1][y] ;
Vec3d C = grid[x+1][y+1] ;
Vec3d D = grid[x][y+1] ;
Vec3d norm = normalsArray[x][y];
//norm.print();
//first
glBegin(GL_TRIANGLES);
glNormal3f(normalsArray[x][y].x,normalsArray[x][y].y,normalsArray[x][y].z);
glVertex3f( A.x,A.y,A.z );
glNormal3f(normalsArray[x+1][y].x,normalsArray[x+1][y].y,normalsArray[x+1][y].z);
glVertex3f( B.x,B.y,B.z );
glNormal3f(normalsArray[x+1][y+1].x,normalsArray[x+1][y+1].y,normalsArray[x+1][y+1].z);
glVertex3f( C.x,C.y,C.z );
glEnd();
//second
glBegin(GL_TRIANGLES);
glNormal3f(normalsArray[x][y+1].x,normalsArray[x][y+1].y,normalsArray[x][y+1].z);
glVertex3f( D.x,D.y,D.z );
glNormal3f(normalsArray[x][y].x,normalsArray[x][y].y,normalsArray[x][y].z);
glVertex3f( A.x,A.y,A.z );
glNormal3f(normalsArray[x+1][y+1].x,normalsArray[x+1][y+1].y,normalsArray[x+1][y+1].z);
glVertex3f( C.x,C.y,C.z );
glEnd();
}
}
}