* @param id ID of ground texture selected\r
*/\r
void processGTextureEvents(int id) {\r
-\r
+ currentGroundTexture = id;\r
+ glutPostRedisplay();\r
}\r
\r
/**\r
//glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE);\r
//glutAddSubMenu("Material", materialMenu);\r
//glutAddSubMenu("Texture", textureMenu);\r
- //glutAddSubMenu("Ground texture", gTextureMenu);\r
+ glutAddSubMenu("Ground texture", gTextureMenu);\r
//glutAddSubMenu("Lights", lightMenu);\r
glutAddMenuEntry("Exit", M_EXIT);\r
\r
75.0,\r
aspect,\r
0.1,\r
- 200\r
+ 300\r
);\r
\r
glMatrixMode(GL_MODELVIEW);\r
glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
\r
glEnable(GL_LIGHT0);\r
- glEnable(GL_LIGHT1);\r
+ //glEnable(GL_LIGHT1);\r
glEnable(GL_LIGHTING);\r
}\r
\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_TEXTURE_2D);\r
- glEnable(GL_CULL_FACE);\r
+ //glEnable(GL_CULL_FACE);\r
glEnable(GL_NORMALIZE);\r
glLineWidth(2.0);\r
\r