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[atyndall/cits2231.git]
/
scene.c
diff --git
a/scene.c
b/scene.c
index
628d27e
..
4870d86
100644
(file)
--- a/
scene.c
+++ b/
scene.c
@@
-301,11
+301,11
@@
void display() {
// 0.0, 1.0, 0.0 /* up is in postivie Y direction */
\r
// );
\r
\r
// 0.0, 1.0, 0.0 /* up is in postivie Y direction */
\r
// );
\r
\r
-
//
glTranslatef(camx, camy, camz);
\r
+ glTranslatef(camx, camy, camz);
\r
\r
// **NOTE: Currently this rotation function is all that moves the camera off
\r
// the flat surface. Need to integrate function into gluLookAt
\r
\r
// **NOTE: Currently this rotation function is all that moves the camera off
\r
// the flat surface. Need to integrate function into gluLookAt
\r
-
//
glRotatef(rot, 1.0, 0.0, 0.0);
\r
+ glRotatef(rot, 1.0, 0.0, 0.0);
\r
\r
/* Reposition the light source. */
\r
lightPosition[0] = 12*cos(lightAngle);
\r
\r
/* Reposition the light source. */
\r
lightPosition[0] = 12*cos(lightAngle);
\r
@@
-329,7
+329,7
@@
void display() {
glPushMatrix();
\r
glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface
\r
glColor3f(0.5, 0.5, 0.5);
\r
glPushMatrix();
\r
glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface
\r
glColor3f(0.5, 0.5, 0.5);
\r
- glutSolidTeapot(1
0
);
\r
+ glutSolidTeapot(1);
\r
glPopMatrix();
\r
\r
// Draw a white ball over the light source
\r
glPopMatrix();
\r
\r
// Draw a white ball over the light source
\r
@@
-416,10
+416,10
@@
int main(int argc, char **argv) {
glMatrixMode(GL_PROJECTION);
\r
gluPerspective( /* field of view in degree */ 40.0,
\r
/* aspect ratio */ 1.0,
\r
glMatrixMode(GL_PROJECTION);
\r
gluPerspective( /* field of view in degree */ 40.0,
\r
/* aspect ratio */ 1.0,
\r
- /* Z near */
2
0.0, /* Z far */ 100.0);
\r
+ /* Z near */
1
0.0, /* Z far */ 100.0);
\r
glMatrixMode(GL_MODELVIEW);
\r
glMatrixMode(GL_MODELVIEW);
\r
- gluLookAt(0.0,
8
.0, 60.0, /* eye is at (0,8,60) */
\r
- 0.0,
8
.0, 0.0, /* center is at (0,8,0) */
\r
+ gluLookAt(0.0,
35
.0, 60.0, /* eye is at (0,8,60) */
\r
+ 0.0,
0
.0, 0.0, /* center is at (0,8,0) */
\r
0.0, 1.0, 0.); /* up is in postivie Y direction */
\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
\r
0.0, 1.0, 0.); /* up is in postivie Y direction */
\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
\r
UCC
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