public override void draw(Autodesk.Maya.OpenMayaUI.M3dView view, MDagPath path, Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle style, Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus status)
        {
            // Get the size
            //
            MObject thisNode = thisMObject();
            MPlug plug = new MPlug( thisNode, size );
            MDistance sizeVal = new MDistance();
            plug.getValue( sizeVal );

            float multiplier = (float) sizeVal.asCentimeters;

            view.beginGL();

            if ( ( style == M3dView.DisplayStyle.kFlatShaded ) ||
                 ( style == M3dView.DisplayStyle.kGouraudShaded ) )
            {
                // Push the color settings
                //
                OpenGL.glPushAttrib( (uint)OpenGL.GL_CURRENT_BIT );

                if ( status == M3dView.DisplayStatus.kActive ) {
                    view.setDrawColor( 13, (int)M3dView.ColorTable.kActiveColors );
                } else {
                    view.setDrawColor(13, (int)M3dView.ColorTable.kDormantColors);
                }

                OpenGL.glBegin((uint)OpenGL.GL_TRIANGLE_FAN);
                    int i;
                    int last = footPrintData.soleCount - 1;
                    for ( i = 0; i < last; ++i ) {
                        OpenGL.glVertex3f(footPrintData.sole[i,0] * multiplier,
                                        footPrintData.sole[i,1] * multiplier,
                                        footPrintData.sole[i,2] * multiplier);
                    }
                OpenGL.glEnd();
                OpenGL.glBegin((uint)OpenGL.GL_TRIANGLE_FAN);
                last = footPrintData.heelCount - 1;
                    for ( i = 0; i < last; ++i ) {
                        OpenGL.glVertex3f(footPrintData.heel[i,0] * multiplier,
                                        footPrintData.heel[i,1] * multiplier,
                                        footPrintData.heel[i,2] * multiplier);
                    }
                OpenGL.glEnd();

                OpenGL.glPopAttrib();
            }

            // Draw the outline of the foot
            //
            OpenGL.glBegin((uint)OpenGL.GL_LINES);
            {
                int last = footPrintData.soleCount - 1;
                for (int i = 0; i < last; ++i)
                {
                    OpenGL.glVertex3f(footPrintData.sole[i, 0] * multiplier,
                                    footPrintData.sole[i, 1] * multiplier,
                                    footPrintData.sole[i, 2] * multiplier);
                    OpenGL.glVertex3f(footPrintData.sole[i + 1, 0] * multiplier,
                                    footPrintData.sole[i + 1, 1] * multiplier,
                                    footPrintData.sole[i + 1, 2] * multiplier);
                }
                last = footPrintData.heelCount - 1;
                for (int i = 0; i < last; ++i)
                {
                    OpenGL.glVertex3f(footPrintData.heel[i, 0] * multiplier,
                                    footPrintData.heel[i, 1] * multiplier,
                                    footPrintData.heel[i, 2] * multiplier);
                    OpenGL.glVertex3f(footPrintData.heel[i + 1, 0] * multiplier,
                                    footPrintData.heel[i + 1, 1] * multiplier,
                                    footPrintData.heel[i + 1, 2] * multiplier);
                }
            }
            OpenGL.glEnd();

            view.endGL();
        }