bubble, sort of drifting weightlessly

entry to the VU2 coding contest 2003 for ps2 linux.

a bubble with a skeleton of a one-time-subdivided icosahedron. edges act as
springs. pressure acts from inside on each vertex along the vertex normal
with constant force. a constant force seemed easier to implement than to
integrate the volume of the deformed body -- and it still looks ok.

refraction is calculated with snell's law sin(in)/sin(out) = c_out/c_in.

this is my first time lowlevel graphics hardware code, so excuse the mess
in the code. also, it could be more optimized, but this didn't seem necessary
yet and i simply didn't have the time anymore.

the perspective projection matrix is constructed with code snipped from
jon rocatis' tree demo. textures by claudia blum -- thanks!

have fun, fabian roth, fin@envoy.ch, july 7, 2003
