glRotatef(22.5, 1, 0, 0);
void Render	(	Model3d& model			// Render this one model.	)	{					// Clear screen & depth buffer.	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	glEnable(GL_LIGHTING);		// Enable lighting.	Vector3 low, high;		// Get range of dimensions.	model.find_extents(low, high);	glMatrixMode(GL_PROJECTION);	// Set up orthogonal volume.	glLoadIdentity();	glOrtho(3*low.x/2, 3*high.x/2, 3*low.y/2, 3*high.y/2, 						3*low.z/2, 3*high.z/2);	glMatrixMode(GL_MODELVIEW);	glLoadIdentity();	GLfloat pos[4];	pos[0] = (high.x + low.x)/2;	pos[1] = (high.y + low.y)/2;	pos[2] = 3*(high.z + 2);	pos[3] = 1.0;	glLightfv(GL_LIGHT1, GL_POSITION, pos);	glRotatef(22.5, 1, 0, 0);	model.render();			// Show model.	SDL_GL_SwapBuffers();		// Blit.	}