/* Material types */
GLfloat materialAmbient[] = {0.2, 0.2, 0.2, 1.0};
-GLfloat materialDiffuse[] = {1.0, 0.8, 0.0, 1.0};
+GLfloat materialDiffuse[] = {0.8, 0.8, 0.8, 1.0};
GLfloat materialSpecular[] = {1.0, 1.0, 1.0, 1.0};
+GLfloat materialShine = 100.0;
/* Light parameters */
-GLfloat lightShine = 100.0;
GLfloat lightGlobalModel[] = {0.2,0.2,0.2,1};
GLfloat lightGlobalEmission[] = {0.0, 0.3, 0.3, 1.0};
GLfloat lightBallSize = 0.2;
GLfloat lineLength = 10;
/* Zoom and rotate tracking */
-GLfloat zoom = 0.0, rotate = 0.0, camAngle = 40.0;
+GLfloat zoom = 0.1, rotate = 0.1, camAngle = 40.0;
GLfloat zoomFactor = 0.2, camRotateFactor = 0.5, camAngleFactor = 0.5;
GLfloat leftrightFactor = 0.05, nearfarFactor = 0.1, bigsmallFactor = 0.6;
GLfloat updownFactor = 0.03, rotateFactor = 0.8, texscaleFactor = 0.2;
-GLfloat lleftrightFactor = 0.005, lnearfarFactor = 0.05;
+GLfloat lleftrightFactor = 0.05, lnearfarFactor = 0.1;
/* Beginning width, height */
int width = 700, height = 700;