glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
\r
- gluLookAt(\r
- -30.0, -30.0, -30.0, /* 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
+ //gluLookAt(\r
+ // -30.0, -30.0, -30.0, /* 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
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\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, emission0);\r
- glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shine);\r
\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHTING);\r