if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: left/right, h: near/far\r
float angler = 2 * M_PI * ( (rotate*camRotateFactor)/360.0 );\r
- lightObjs[i].position[0] += diffx * cos(angler) * leftrightFactor + diffy * cos(M_PI/2 + angler) * nearfarFactor;\r
- lightObjs[i].position[2] += diffx * sin(angler) * leftrightFactor + diffy * sin(M_PI/2 + angler) * nearfarFactor;\r
+ lightObjs[i].position[0] += diffx * cos(angler) * lleftrightFactor + diffy * cos(M_PI/2 + angler) * lnearfarFactor;\r
+ lightObjs[i].position[2] += diffx * sin(angler) * lleftrightFactor + diffy * sin(M_PI/2 + angler) * lnearfarFactor;\r
\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
// w: increase/decrease some light param\r
glDepthRange(0,1);\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
- glEnable(GL_NORMALIZE);\r
+ glEnable(GL_CULL_FACE);\r
glLineWidth(2.0);\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r