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[atyndall/cits2231.git]
/
scene.c
diff --git
a/scene.c
b/scene.c
index
0488bce
..
aa3a80b
100644
(file)
--- a/
scene.c
+++ b/
scene.c
@@
-529,7
+529,7
@@
drawFloor(void)
\r
static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; /* green-tinted */
\r
static GLfloat lightPosition[4];
\r
\r
static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; /* green-tinted */
\r
static GLfloat lightPosition[4];
\r
-static float lightAngle = 0.0, lightHeight = 20;
\r
+static float lightAngle =
1
0.0, lightHeight = 20;
\r
\r
\r
/**
\r
\r
\r
/**
\r
@@
-557,7
+557,7
@@
void display() {
\r
glPushMatrix();
\r
glDisable(GL_LIGHTING);
\r
\r
glPushMatrix();
\r
glDisable(GL_LIGHTING);
\r
- glColor3f(
1.0, 1
.0, 0.0);
\r
+ glColor3f(
0.0, 0
.0, 0.0);
\r
\r
/* Draw a yellow ball at the light source. */
\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
\r
\r
/* Draw a yellow ball at the light source. */
\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
\r
@@
-582,7
+582,7
@@
void init() {
\r
glMatrixMode(GL_PROJECTION);
\r
gluPerspective(
\r
\r
glMatrixMode(GL_PROJECTION);
\r
gluPerspective(
\r
- 40.0, /* field of view in degree */
\r
+ 60.0, /* field of view in degree */
\r
1.0, /* aspect ratio */
\r
0.0, /* Z near */
\r
900.0 /* Z far */
\r
1.0, /* aspect ratio */
\r
0.0, /* Z near */
\r
900.0 /* Z far */
\r
@@
-590,7
+590,7
@@
void init() {
\r
glMatrixMode(GL_MODELVIEW);
\r
gluLookAt(
\r
\r
glMatrixMode(GL_MODELVIEW);
\r
gluLookAt(
\r
- 0.0,
8.0,
60.0, /* eye is at (0,8,60) */
\r
+ 0.0,
-10.0, -
60.0, /* eye is at (0,8,60) */
\r
0.0, 8.0, 0.0, /* center is at (0,8,0) */
\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */
\r
);
\r
0.0, 8.0, 0.0, /* center is at (0,8,0) */
\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */
\r
);
\r
@@
-634,7
+634,7
@@
int main(int argc, char **argv) {
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
\r
glDepthFunc(GL_LEQUAL); // the type
\r
\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
\r
glDepthFunc(GL_LEQUAL); // the type
\r
\r
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
// Really Nice Perspective Calculations
\r
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
\r
\r
glutReshapeFunc(windowReshape);
\r
glutDisplayFunc(display);
\r
\r
glutReshapeFunc(windowReshape);
\r
glutDisplayFunc(display);
\r
UCC
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