curObject = nObjects;
- sceneObjs[nObjects].mesh = -1;
- sceneObjs[nObjects].texture = -1;
+ sceneObjs[nObjects].mesh = -1; // Teapot is -1 mesh
+ sceneObjs[nObjects].texture.id = -1; // No texture
+ sceneObjs[nObjects].texture.scale = 1;
sceneObjs[nObjects].x = 0;
sceneObjs[nObjects].y = 0;
sceneObjs[nObjects].z = 0;
- sceneObjs[nObjects].scale = (vector*)calloc( 3, sizeof(vector[0]) );
+ sceneObjs[nObjects].scale[0] = 1;
+ sceneObjs[nObjects].scale[1] = 1;
+ sceneObjs[nObjects].scale[2] = 1;
- sceneObjs[nObjects].rotation.parameter = 0;
- sceneObjs[nObjects].rotation.vect = (vector*)calloc( 3, sizeof(vector[0]) );
-
- if ( sceneObjs[nObjects].scale == NULL || sceneObjs[nObjects].rotation.vect == NULL ) {
- sprintf(stderr, "Could not allocate memory for Scene Object! Shutting down!\n");
- exit(EXIT_FAILURE);
- }
+ sceneObjs[nObjects].rotation.x = 0;
+ sceneObjs[nObjects].rotation.y = 0;
+ sceneObjs[nObjects].rotation.z = 0;
nObjects += 1; // New object in scene