case 'e':\r
camy = camy - 1;\r
break;\r
+ case 'z':\r
+ rot = rot + 1;\r
+ break;\r
+ case 'x':\r
+ rot = rot - 1;\r
+ break;\r
}\r
- printf("Camera is now at (%f, %f, %f)\n", camx, camy, camz);\r
+ printf("Camera is now at (%f, %f, %f), angle %f\n", camx, camy, camz, rot);\r
glutPostRedisplay();\r
}\r
\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
gluLookAt(\r
- 0.0, 10.0, 100.0, /* eye is at (x,y,z) */\r
+ 100.0, 100.0, 100.0, /* eye is at (x,y,z) */\r
0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
);\r
\r
// **NOTE: Currently this rotation function is all that moves the camera off\r
// the flat surface. Need to integrate function into gluLookAt\r
- //glRotatef(30.0, 1.0, 0.0, 0.0);\r
+ glRotatef(rot, 1.0, 0.0, 0.0);\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
\r
/* Perform scene rotations based on user mouse input. */\r
glRotatef(angle, 0.0, 1.0, 0.0);\r
- //glRotatef(angle2, 1.0, 0.0, 0.0); **NOTE: Only one degree of freedom\r
+ glRotatef(angle2, 1.0, 0.0, 0.0); //**NOTE: Only one degree of freedom\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
glPushMatrix();\r
glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface\r
glColor3f(0.5, 0.5, 0.5);\r
- glutSolidTeapot(100);\r
+ glutSolidTeapot(25);\r
glPopMatrix();\r
\r
// Draw a white ball over the light source\r