void processTextureEvents(int id) {\r
if ( curObject >= 0 ) {\r
sceneObjs[curObject].texture.id = id;\r
+ sceneObjs[curObject].texture.scale = 1;\r
glutPostRedisplay();\r
}\r
}\r
\r
// h: texture scale\r
float max = (float)height/texscaleFactor;\r
- float scaling = (diffy + max) / max;\r
+ float scaling = (-diffy + max) / max;\r
sceneObjs[curObject].texture.scale *= scaling;\r
\r
}\r
glDepthRange(0,1);\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
- glEnable(GL_CULL_FACE);\r
+ //glEnable(GL_CULL_FACE);\r
glLineWidth(1.0);\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r