//glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE);\r
//glutAddSubMenu("Material", materialMenu);\r
//glutAddSubMenu("Texture", textureMenu);\r
//glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE);\r
//glutAddSubMenu("Material", materialMenu);\r
//glutAddSubMenu("Texture", textureMenu);\r
//glutAddSubMenu("Lights", lightMenu);\r
glutAddMenuEntry("Exit", M_EXIT);\r
\r
//glutAddSubMenu("Lights", lightMenu);\r
glutAddMenuEntry("Exit", M_EXIT);\r
\r
/* Reposition the light source 1. */\r
lightPosition1[0] = 12*cos(lightAngle1);\r
lightPosition1[1] = lightHeight1;\r
lightPosition1[2] = 12*sin(lightAngle1);\r
lightPosition1[3] = 0.0;\r
\r
/* Reposition the light source 1. */\r
lightPosition1[0] = 12*cos(lightAngle1);\r
lightPosition1[1] = lightHeight1;\r
lightPosition1[2] = 12*sin(lightAngle1);\r
lightPosition1[3] = 0.0;\r
\r
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
\r
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
\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
\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
\r
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
\r
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
\r
glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_TEXTURE_2D);\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_TEXTURE_2D);\r