* Draw a floor by looping over the floorSize and squareSize variables
*/
void drawFloor() {
- if ( currentGroundTexture != 0 ) {
+ if ( currentGroundTexture == 0 ) {
+ getTexture(1);
+ glBindTexture(GL_TEXTURE_2D, 1);
+ } else {
getTexture(currentGroundTexture);
glBindTexture(GL_TEXTURE_2D, currentGroundTexture);
}
for ( int x = -floorSize; x < floorSize; x++ ) {
for ( int z = -floorSize; z < floorSize; z++ ) {
glColor3f( 1.0, 1.0, 1.0 );
-
+
+ glNormal3i( 0, 1, 0 );
glTexCoord2f( 1.0, 1.0 );
glVertex3f ( (x+1)*squareSize, 0.0, (z+1)*squareSize );
+ glNormal3i( 0, 1, 0 );
glTexCoord2f( 1.0, 0.0 );
glVertex3f ( (x+1)*squareSize, 0.0, z*squareSize );
+ glNormal3i( 0, 1, 0 );
glTexCoord2f( 0.0, 0.0 );
glVertex3f ( x*squareSize, 0.0, z*squareSize );
+ glNormal3i( 0, 1, 0 );
glTexCoord2f( 0.0, 1.0 );
glVertex3f ( x*squareSize, 0.0, (z+1)*squareSize );
}
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
+}
+
+void addSceneObject(int id) {
+ // **NOTE: Currently only adds the teapot
+
+ nObjects += 1; // New object in scene
+
+ sceneObjs[nObjects].mesh = -1;
+ sceneObjs[nObjects].texture = -1;
+ sceneObjs[nObjects].x = 0;
+ sceneObjs[nObjects].y = 0;
+ sceneObjs[nObjects].z = 0;
+
+ sceneObjs[nObjects].scale = (vector*)calloc( 3, sizeof(vector[0]) );
+
+ sceneObjs[nObjects].rotation.parameter = 0;
+ sceneObjs[nObjects].rotation.vect = (vector*)calloc( 3, sizeof(vector[0]) );
}
\ No newline at end of file