Added ground textures support and tried more lighting experimentation.
[atyndall/cits2231.git] / scene.c
diff --git a/scene.c b/scene.c
index 641be1a..a638c49 100644 (file)
--- a/scene.c
+++ b/scene.c
@@ -407,26 +407,14 @@ void init() {
   glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
   glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
 \r
- // glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 45.0);\r
-  //glLighti(GL_LIGHT0, GL_SPOT_EXPONENT,10);\r
-\r
   glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);\r
   glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);\r
   glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);\r
   glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1);\r
 \r
-  //glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 45.0);\r
-  //glLighti(GL_LIGHT1, GL_SPOT_EXPONENT,10);\r
-\r
   glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
   glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);\r
 \r
-  //glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
-  //glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
-  //glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
-  //glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
-  //glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
-\r
   glEnable(GL_LIGHT0);\r
   glEnable(GL_LIGHT1);\r
   glEnable(GL_LIGHTING);\r
@@ -463,8 +451,6 @@ int main(int argc, char **argv) {
   glDepthRange(0,1);\r
   glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
   glDepthFunc(GL_LEQUAL);  // the type\r
-  //glEnable(GL_TEXTURE_2D);\r
-  //glEnable(GL_CULL_FACE);\r
   glEnable(GL_NORMALIZE);\r
   glLineWidth(2.0);\r
 \r

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