Index: normal.c
===================================================================
--- normal.c	(revision 1009)
+++ normal.c	(revision 1010)
@@ -9,7 +9,7 @@
 #include "index.h"
 #else
 #include "headers/normal.h"
-#endif 
+#endif
 
 void raydium_normal_generate_lastest_triangle(int default_visu)
 {
@@ -21,24 +21,24 @@
 
 // let's find "vectors" of the triangle's plane ...
 vect[0][0]=
- raydium_vertex_x[index-1] -
- raydium_vertex_x[index-2] ;
+ raydium_vertex_x(index-1) -
+ raydium_vertex_x(index-2) ;
 vect[0][1]=
- raydium_vertex_y[index-1] -
- raydium_vertex_y[index-2] ;
+ raydium_vertex_y(index-1) -
+ raydium_vertex_y(index-2) ;
 vect[0][2]=
- raydium_vertex_z[index-1] -
- raydium_vertex_z[index-2] ;
+ raydium_vertex_z(index-1) -
+ raydium_vertex_z(index-2) ;
 
 vect[1][0]=
- raydium_vertex_x[index-1] -
- raydium_vertex_x[index-3] ;
+ raydium_vertex_x(index-1) -
+ raydium_vertex_x(index-3) ;
 vect[1][1]=
- raydium_vertex_y[index-1] -
- raydium_vertex_y[index-3] ;
+ raydium_vertex_y(index-1) -
+ raydium_vertex_y(index-3) ;
 vect[1][2]=
- raydium_vertex_z[index-1] -
- raydium_vertex_z[index-3] ;
+ raydium_vertex_z(index-1) -
+ raydium_vertex_z(index-3) ;
 
 // ... and now, the normal ...
 
@@ -50,22 +50,22 @@
 
 len=sqrt(norm[0]*norm[0] + norm[1]*norm[1] + norm[2]*norm[2]);
 
-for(i=1;i<=3;i++) 
-{ 
-raydium_vertex_normal_x[index-i]=-norm[0]/len;
-if(default_visu) raydium_vertex_normal_visu_x[index-i]=raydium_vertex_normal_x[index-i];
+for(i=1;i<=3;i++)
+{
+raydium_vertex_normal_x(index-i)=-norm[0]/len;
+if(default_visu) raydium_vertex_normal_visu_x(index-i)=raydium_vertex_normal_x(index-i);
 }
 
-for(i=1;i<=3;i++) 
+for(i=1;i<=3;i++)
 {
-raydium_vertex_normal_y[index-i]=-norm[1]/len;
-if(default_visu) raydium_vertex_normal_visu_y[index-i]=raydium_vertex_normal_y[index-i];
+raydium_vertex_normal_y(index-i)=-norm[1]/len;
+if(default_visu) raydium_vertex_normal_visu_y(index-i)=raydium_vertex_normal_y(index-i);
 }
 
 for(i=1;i<=3;i++)
 {
-raydium_vertex_normal_z[index-i]=-norm[2]/len;
-if(default_visu) raydium_vertex_normal_visu_z[index-i]=raydium_vertex_normal_z[index-i];
+raydium_vertex_normal_z(index-i)=-norm[2]/len;
+if(default_visu) raydium_vertex_normal_visu_z(index-i)=raydium_vertex_normal_z(index-i);
 }
 
 //raydium_log("norm [%f,%f,%f]/%f",norm[0],norm[1],norm[2],len);
@@ -87,22 +87,22 @@
 // vert  |  2  1  0
 
 // vector from vert0 to vert1 (3D)
-v01x=raydium_vertex_x[index-2] - raydium_vertex_x[index-3];
-v01y=raydium_vertex_y[index-2] - raydium_vertex_y[index-3];
-v01z=raydium_vertex_z[index-2] - raydium_vertex_z[index-3];
+v01x=raydium_vertex_x(index-2) - raydium_vertex_x(index-3);
+v01y=raydium_vertex_y(index-2) - raydium_vertex_y(index-3);
+v01z=raydium_vertex_z(index-2) - raydium_vertex_z(index-3);
 
 // vector from vert0 to vert2 (3D)
-v02x=raydium_vertex_x[index-1] - raydium_vertex_x[index-3];
-v02y=raydium_vertex_y[index-1] - raydium_vertex_y[index-3];
-v02z=raydium_vertex_z[index-1] - raydium_vertex_z[index-3];
+v02x=raydium_vertex_x(index-1) - raydium_vertex_x(index-3);
+v02y=raydium_vertex_y(index-1) - raydium_vertex_y(index-3);
+v02z=raydium_vertex_z(index-1) - raydium_vertex_z(index-3);
 
 // vector from uv0 to uv1 (2D)
-du01=raydium_vertex_texture_u[index-2] - raydium_vertex_texture_u[index-3];
-dv01=raydium_vertex_texture_v[index-2] - raydium_vertex_texture_v[index-3];
+du01=raydium_vertex_texture_u(index-2) - raydium_vertex_texture_u(index-3);
+dv01=raydium_vertex_texture_v(index-2) - raydium_vertex_texture_v(index-3);
 
 // vector from uv0 to uv2 (2D)
-du02=raydium_vertex_texture_u[index-1] - raydium_vertex_texture_u[index-3];
-dv02=raydium_vertex_texture_v[index-1] - raydium_vertex_texture_v[index-3];
+du02=raydium_vertex_texture_u(index-1) - raydium_vertex_texture_u(index-3);
+dv02=raydium_vertex_texture_v(index-1) - raydium_vertex_texture_v(index-3);
 
 // 1/(u*v' - u'*v)
 s=1/(du01*dv02 - du02*dv01);
@@ -122,9 +122,9 @@
 
 for(i=1;i<=3;i++)
     {
-    raydium_vertex_tangent_x[index-i]=tx;
-    raydium_vertex_tangent_y[index-i]=ty;
-    raydium_vertex_tangent_z[index-i]=tz;
+    raydium_vertex_tangent_x(index-i)=tx;
+    raydium_vertex_tangent_y(index-i)=ty;
+    raydium_vertex_tangent_z(index-i)=tz;
     }
 }
 
@@ -134,11 +134,11 @@
 GLuint i;
 for(i=0;i<raydium_vertex_index;i++)
  {
- raydium_vertex_normal_visu_x[i]=raydium_vertex_normal_x[i];
- raydium_vertex_normal_visu_y[i]=raydium_vertex_normal_y[i];
- raydium_vertex_normal_visu_z[i]=raydium_vertex_normal_z[i];
+ raydium_vertex_normal_visu_x(i)=raydium_vertex_normal_x(i);
+ raydium_vertex_normal_visu_y(i)=raydium_vertex_normal_y(i);
+ raydium_vertex_normal_visu_z(i)=raydium_vertex_normal_z(i);
  }
-raydium_log("normal: Normals restaured.");
+raydium_log("normal: Normals restored.");
 }
 
 void raydium_normal_regenerate_all(void)
@@ -154,7 +154,7 @@
 raydium_log("normal: Normals regenerated.");
 }
 
-void raydium_normal_internal_smooth_generic(char *type,GLuint from, GLuint to,GLfloat *in_x, GLfloat *in_y, GLfloat *in_z,GLfloat *out_x, GLfloat *out_y, GLfloat *out_z)
+void raydium_normal_internal_smooth_generic(char *type,GLuint from, GLuint to,GLfloat *in,GLfloat *out)
 {
 GLuint i,j;
 GLfloat x,y,z,l;
@@ -176,21 +176,21 @@
 for(i=from;i<to;i++)
 {
 if(tag[i-from]) continue;
-x=raydium_vertex_x[i];
-y=raydium_vertex_y[i];
-z=raydium_vertex_z[i];
+x=raydium_vertex_x(i);
+y=raydium_vertex_y(i);
+z=raydium_vertex_z(i);
 sum_x=0;
 sum_y=0;
 sum_z=0;
 
 for(j=from;j<to;j++)
  {
- if(raydium_vertex_x[j]==x && raydium_vertex_y[j]==y && raydium_vertex_z[j]==z)
-  { 
-  sum_x+=in_x[i];
-  sum_y+=in_y[i];
-  sum_z+=in_z[i];
-  tag[j-from]=2;  
+ if(raydium_vertex_x(j)==x && raydium_vertex_y(j)==y && raydium_vertex_z(j)==z)
+  {
+  sum_x+=in[i*3+0];
+  sum_y+=in[i*3+1];
+  sum_z+=in[i*3+2];
+  tag[j-from]=2;
   }
  }
 l=sqrt(sum_x*sum_x + sum_y*sum_y + sum_z*sum_z);
@@ -201,9 +201,9 @@
 for(j=from;j<to;j++)
 if(tag[j-from]==2)
  {
- out_x[j]=sum_x;
- out_y[j]=sum_y;
- out_z[j]=sum_z;
+ out[j*3+0]=sum_x;
+ out[j*3+1]=sum_y;
+ out[j*3+2]=sum_z;
  tag[j-from]=1;
  }
 
@@ -217,8 +217,8 @@
 
 void raydium_normal_smooth_from_to(GLuint from, GLuint to)
 {
-raydium_normal_internal_smooth_generic("normal",from,to,raydium_vertex_normal_x,raydium_vertex_normal_y,raydium_vertex_normal_z,
-                                        raydium_vertex_normal_visu_x,raydium_vertex_normal_visu_y,raydium_vertex_normal_visu_z);
+raydium_normal_internal_smooth_generic("normal",from,to,raydium_vertex_normal_arr,
+                                        raydium_vertex_normal_visu_arr);
 }
 
 
@@ -229,8 +229,8 @@
 
 void raydium_normal_tangent_smooth_from_to(GLuint from, GLuint to)
 {
-raydium_normal_internal_smooth_generic("normal",from,to,raydium_vertex_tangent_x,raydium_vertex_tangent_y,raydium_vertex_tangent_z,
-                                       raydium_vertex_tangent_x,raydium_vertex_tangent_y,raydium_vertex_tangent_z);
+raydium_normal_internal_smooth_generic("normal",from,to,raydium_vertex_tangent_arr,
+                                       raydium_vertex_tangent_arr);
 }
 
 void raydium_normal_tangent_smooth_all(void)