GLfloat angle2 = 30; /* in degrees */
/* Near and far parameters - calculates scene size */
-GLfloat near = -10;
-GLfloat far = 10;
+GLfloat near = -15;
+GLfloat far = 15;
/* Near and far clipping planes - calculates clipping planes */
GLfloat nearClip = -200;
GLfloat zoomFactor = 1.0;
/* Recursion level for floor drawing */
-int drawFloorRecurse = 5;
+int drawFloorRecurse = 8;
/* Size of floor, from -n to n */
-int floorSize = 200;
+int floorSize = 50;
+
+/* Current camera x, y, z coords */
+GLfloat camx = 0.0, camy = 0.0, camz = 0.0, rot = 0.0;
+
+/* Length of axis lines */
+GLfloat lineLength = 100;
/* Light 0 parameters */
-GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0};
-GLfloat ambient0[] = {0.0, 0.0, 0.0, 1.0};
-GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};
-GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0};
-GLfloat light0_pos[] ={1.0, 1.0, 0,0, 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 emission0[] = {1.0, 1.0, 1.0, 0.5};
+GLfloat light0_pos[] ={1.0, 1.0, 0,0, 0.5};
GLfloat glightmodel[] = {0.2,0.2,0.2,1};
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