*/\r
void windowReshape(int w, int h) {\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
- if (w <= h)\r
- glFrustum(-near, far, -near,\r
- far, 1, 100);\r
- else\r
- glFrustum(-near*((GLfloat) w / (GLfloat) h),\r
- far, near, far, 1, 100);\r
- glMatrixMode(GL_MODELVIEW);\r
+ width = w;\r
+ height = h;\r
}\r
\r
/**\r
*/\r
void display() {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ \r
+ // Redraw projection matrix\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+\r
+ float aspect;\r
+ if ( width <= height ) {\r
+ aspect = (float)height / (float)width;\r
+ } else {\r
+ aspect = (float)width / (float)height;\r
+ }\r
+\r
+ gluPerspective(\r
+ 75.0,\r
+ aspect,\r
+ 0.1,\r
+ 200\r
+ );\r
+\r
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
+ 0.0, 0.0, 5.0, /* 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
+ glRotatef(75.0, 1.0, 0.0, 0.0);\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
glPushMatrix();\r
glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot currently does not rest on surface\r
glColor3f(0.0, 0.0, 0.0);\r
+ glFrontFace(GL_CW);\r
glutSolidTeapot(1);\r
+ glFrontFace(GL_CCW);\r
glPopMatrix();\r
\r
// Draw a white ball over the light source\r
\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
\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
+ 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
\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHTING);\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_TEXTURE_2D);\r
- glLineWidth(1.0);\r
+ glEnable(GL_CULL_FACE);\r
+ glEnable(GL_NORMALIZE);\r
+ glLineWidth(2.0);\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r