Index: /branches/playability/src/world_entities/projectiles/hbolt.cc
===================================================================
--- /branches/playability/src/world_entities/projectiles/hbolt.cc	(revision 10004)
+++ /branches/playability/src/world_entities/projectiles/hbolt.cc	(revision 10005)
@@ -47,5 +47,4 @@
   this->angle = 0;
   this->rotationSpeed = 1000;
-
 
   this->emitter = new DotEmitter(100, 5, M_2_PI);
@@ -119,9 +118,5 @@
 void HBolt::updateAngle (float time)
 {
-<<<<<<< .mine
   this->angle += this->rotationSpeed * time;
-=======
-  this->angle = this->angle + this->rotationSpeed * time;
->>>>>>> .r10003
 }
 
@@ -178,14 +173,4 @@
   //this->updateAngle();
 
-<<<<<<< .mine
-  //glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
-  //glRotatef(this->angle, 0.0, 0.0, -1.0);
-  glTranslatef (this->getAbsCoor ().x,
-                  this->getAbsCoor ().y,
-                  this->getAbsCoor ().z);
-  Vector tmpRot = this->getAbsDir().getSpacialAxis();
-  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
-  glRotatef(this->angle, 0.0, 0.0, -1.0);
-=======
   //glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
   //glRotatef(this->angle, 0.0, 0.0, -1.0);
@@ -196,5 +181,4 @@
   glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
   glRotatef(this->angle, 0.0, 0.0, 1.0);
->>>>>>> .r10003
   this->getModel()->draw();
   glPopMatrix();
Index: /branches/playability/src/world_entities/test_entity2.cc
===================================================================
--- /branches/playability/src/world_entities/test_entity2.cc	(revision 10004)
+++ /branches/playability/src/world_entities/test_entity2.cc	(revision 10005)
@@ -80,12 +80,12 @@
   this->material = new Material();
   this->material->setIllum(3);
-  this->material->setDiffuse(0.0,0.0,0.0);
+  this->material->setDiffuse(1.0,1.0,1.0);
   this->material->setSpecular(0.0,0.0,0.0);
-  this->material->setAmbient(1.0, 0.0, 1.0);
+  this->material->setAmbient(1.0, 1.0, 1.0);
 
   this->angle = 0;
   this->rotationSpeed = 3;
 
-  this->material->setDiffuseMap("maps/torp2.png");
+  this->material->setDiffuseMap("maps/TE2.tga");
 }
 
@@ -109,45 +109,43 @@
 {
 
-    glPushAttrib(GL_ENABLE_BIT);
-    glDisable(GL_LIGHTING);
-
-    glPushMatrix();
-    glMatrixMode(GL_MODELVIEW);
+  glPushAttrib(GL_ENABLE_BIT);
+  glDisable(GL_LIGHTING);
+
+  glPushMatrix();
+  glMatrixMode(GL_MODELVIEW);
 
 
     /* translate */
-    glTranslatef (this->getAbsCoor ().x,
+  glTranslatef (this->getAbsCoor ().x,
                   this->getAbsCoor ().y,
                   this->getAbsCoor ().z);
-    Vector tmpRot = this->getAbsDir().getSpacialAxis();
-    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
-    glRotatef(this->angle, 0.0, 0.0, -1.0);
+  Vector tmpRot = this->getAbsDir().getSpacialAxis();
+  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
+  glRotatef(this->angle, 1.0, 1.0, 1.0);
 //PRINTF(0)("axis: %f\n", axis);
 
 
-    glEnable(GL_TEXTURE_2D);
-    this->material->select();
-
-  glColor3f(0.0, 1.0, 0.0);
-
-  glBindTexture( GL_TEXTURE_2D, 0 );
+  glEnable(GL_TEXTURE_2D);
+  this->material->select();
+
+  glColor3f(1.0, 1.0, 1.0);
 
   glBegin(GL_QUADS); // +X
     glTexCoord2f (0.0, 0.0);
     glVertex3f( 0.0f, -0.5f, -0.5f);
-    glNormal3f(1.0, 0.0, 0.0);
+//     glNormal3f(1.0, 0.0, 0.0);
 
     glTexCoord2f (1.0, 0.0);
     glVertex3f( 0.0f, -0.5f , 0.5f);
-    glNormal3f(1.0, 0.0, 0.0);
+//     glNormal3f(1.0, 0.0, 0.0);
 
     glTexCoord2f (1.0, 1.0);
     glVertex3f( 0.0, 0.5f , 0.5f );
-    glNormal3f(1.0, 0.0, 0.0);
+//     glNormal3f(1.0, 0.0, 0.0);
 
 
     glTexCoord2f (0.0, 1.0);
     glVertex3f( 0.0, 0.5f, -0.5f );
-    glNormal3f(1.0, 0.0, 0.0);
+//     glNormal3f(1.0, 0.0, 0.0);
   glEnd();
 
@@ -155,17 +153,17 @@
     glTexCoord2f (0.0, 0.0);
     glVertex3f(-0.5f, 0.0f, -0.5f);
-    glNormal3f(0.0, 1.0, 0.0);
+//     glNormal3f(0.0, 1.0, 0.0);
 
     glTexCoord2f (1.0, 0.0);
     glVertex3f(-0.5f, 0.0f , 0.5f);
-    glNormal3f(0.0, 1.0, 0.0);
+//     glNormal3f(0.0, 1.0, 0.0);
 
     glTexCoord2f (1.0, 1.0);
     glVertex3f( 0.5f, 0.0f , 0.5f );
-    glNormal3f(0.0, 1.0, 0.0);
+//     glNormal3f(0.0, 1.0, 0.0);
 
     glTexCoord2f (0.0, 1.0);
     glVertex3f( 0.5f, 0.0f, -0.5f );
-    glNormal3f(0.0, 1.0, 0.0);
+//     glNormal3f(0.0, 1.0, 0.0);
   glEnd();
 
@@ -173,71 +171,71 @@
     glTexCoord2f (0.0, 0.0);
     glVertex3f(-0.5f, -0.5f, 0.0f);
-    glNormal3f(0.0, 0.0, 1.0);
+//     glNormal3f(0.0, 0.0, 1.0);
 
     glTexCoord2f (1.0, 0.0);
     glVertex3f(-0.5f, 0.5f , 0.0f);
-    glNormal3f(0.0, 0.0, 1.0);
+//     glNormal3f(0.0, 0.0, 1.0);
 
     glTexCoord2f (1.0, 1.0);
     glVertex3f( 0.5f, 0.5f , 0.0f );
-    glNormal3f(0.0, 0.0, 1.0);
+//     glNormal3f(0.0, 0.0, 1.0);
 
     glTexCoord2f (0.0, 1.0);
     glVertex3f( 0.5f, -0.5f, 0.0f );
-    glNormal3f(0.0, 0.0, 1.0);
-  glEnd();
-
-  glBegin(GL_QUADS);
+//     glNormal3f(0.0, 0.0, 1.0);
+  glEnd();
+
+  glBegin(GL_QUADS);// -X
     glTexCoord2f (0.0, 0.0);
     glVertex3f( 0.0f, -0.5f, -0.5f);
-    glNormal3f(-1.0, 0.0, 0.0);
+//     glNormal3f(-1.0, 0.0, 0.0);
 
     glTexCoord2f (1.0, 0.0);
     glVertex3f( 0.0f, 0.5f , -0.5f);
-    glNormal3f(-1.0, 0.0, 0.0);
+//     glNormal3f(-1.0, 0.0, 0.0);
 
     glTexCoord2f (1.0, 1.0);
     glVertex3f( 0.0, 0.5f , 0.5f );
-    glNormal3f(-1.0, 0.0, 0.0);
+//     glNormal3f(-1.0, 0.0, 0.0);
 
     glTexCoord2f (0.0, 1.0);
     glVertex3f( 0.0, -0.5f, 0.5f );
-    glNormal3f(-1.0, 0.0, 0.0);
-  glEnd();
-
-  glBegin(GL_QUADS);
+//     glNormal3f(-1.0, 0.0, 0.0);
+  glEnd();
+
+  glBegin(GL_QUADS);// -Y
     glTexCoord2f (0.0, 0.0);
     glVertex3f(-0.5f, 0.0f, -0.5f);
-    glNormal3f(0.0, -1.0, 0.0);
+//     glNormal3f(0.0, -1.0, 0.0);
 
     glTexCoord2f (1.0, 0.0);
     glVertex3f(0.5f, 0.0f , -0.5f);
-    glNormal3f(0.0, -1.0, 0.0);
+//     glNormal3f(0.0, -1.0, 0.0);
 
     glTexCoord2f (1.0, 1.0);
     glVertex3f( 0.5f, 0.0f , 0.5f );
-    glNormal3f(0.0, -1.0, 0.0);
+//     glNormal3f(0.0, -1.0, 0.0);
 
     glTexCoord2f (0.0, 1.0);
     glVertex3f( -0.5f, 0.0f, 0.5f );
-    glNormal3f(0.0, -1.0, 0.0);
-  glEnd();
-
-  glBegin(GL_QUADS);
+//     glNormal3f(0.0, -1.0, 0.0);
+  glEnd();
+
+  glBegin(GL_QUADS);// -Z
     glTexCoord2f (0.0, 0.0);
     glVertex3f(-0.5f, -0.5f, 0.0f);
-    glNormal3f(0.0, 0.0, -1.0);
+//     glNormal3f(0.0, 0.0, -1.0);
 
     glTexCoord2f (1.0, 0.0);
     glVertex3f(0.5f, -0.5f , 0.0f);
-    glNormal3f(0.0, 0.0, -1.0);
+//     glNormal3f(0.0, 0.0, -1.0);
 
     glTexCoord2f (1.0, 1.0);
     glVertex3f( 0.5f, 0.5f , 0.0f );
-    glNormal3f(0.0, 0.0, -1.0);
+//     glNormal3f(0.0, 0.0, -1.0);
 
     glTexCoord2f (0.0, 1.0);
     glVertex3f( -0.5f, 0.5f, 0.0f );
-    glNormal3f(0.0, 0.0, -1.0);
+//     glNormal3f(0.0, 0.0, -1.0);
   glEnd();
 
