int moving, startx, starty;
-/* Time varying or user-controled variables. */
-float jump = 0.0;
-
-/* Near and far parameters - calculates scene size */
-GLfloat near = -30;
-GLfloat far = 30;
-
-/* Near and far clipping planes - calculates clipping planes */
-GLfloat nearClip = -200;
-GLfloat farClip = 200;
-
/* Recursion level for floor drawing */
int drawFloorRecurse = 8;
-/* Size of floor, from -n to n */
-int floorSize = 200;
+/* Size of floor, from -n to n, floorSize must be divisible by squareSize */
+int floorSize = 400;
+float squareSize = 0.5;
/* Current camera x, y, z coords */
GLfloat camx = 0.0, camy = 0.0, camz = 0.0, keyrot = 0.0;
GLfloat lineLength = 10;
/* Light 0 parameters */
-GLfloat diffuse0[]={0.2, 0.2, 0.2, 1.0};
-GLfloat ambient0[]={0.2, 0.2, 0.2, 1.0};
-GLfloat specular0[]={0.2, 0.2, 0.2, 1.0};
+GLfloat diffuse0[]={1.0, 0.0, 0.0, 1.0};
+GLfloat ambient0[]={1.0, 0.0, 0.0, 1.0};
+GLfloat specular0[]={1.0, 0.0, 0.0, 1.0};
GLfloat direction0[] = {0.0, 0.0, 0.0};
-GLfloat lightColor0[] = {1.0, 1.0, 1.0, 1.0}; // White light
GLfloat lightPosition0[4];
float lightAngle0 = 0.0, lightHeight0 = 5;
int lightMoving0 = 0, lightStartX0, lightStartY0;
/* Light 1 parameters */
-GLfloat diffuse1[]={0.2, 0.2, 0.2, 1.0};
-GLfloat ambient1[]={0.2, 0.2, 0.2, 1.0};
-GLfloat specular1[]={0.2, 0.2, 0.2, 1.0};
+GLfloat diffuse1[]={0.0, 1.0, 0.0, 1.0};
+GLfloat ambient1[]={0.0, 1.0, 0.0, 1.0};
+GLfloat specular1[]={0.0, 1.0, 0.0, 1.0};
GLfloat direction1[] = {0.0, 0.0, 0.0};
-GLfloat lightColor1[] = {1.0, 1.0, 1.0, 1.0}; // White light
GLfloat lightPosition1[4];
float lightAngle1 = 360.0, lightHeight1 = 5;
GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat shine = 100.0;
GLfloat glightmodel[] = {0.2,0.2,0.2,1};
-GLfloat emission[] = {1.0, 1.0, 1.0, 1.0};
+GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};
/* Zoom and rotate tracking */
GLfloat zoom = 0.0, rotate = 0.0;