glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
\r
- glTranslatef(0.0f,0.0f,-5.0f); // Move into the Screen 10.0\r
+ glTranslatef(0.0f, 0.0f, 0.0f);\r
+ glBegin(GL_QUADS);\r
+ glVertex3f(0.0f, 1.0f, -1.0f);\r
+ glVertex3f(0.0f, 1.0f, 1.0f);\r
+ glVertex3f(0.0f,-1.0f, 1.0f);\r
+ glVertex3f(0.0f,-1.0f, -1.0f);\r
+ glEnd();\r
+\r
\r
+ glTranslatef(0.0f,0.0f,-5.0f); // Move into the Screen 10.0\r
glutSolidTeapot(1);\r
\r
glutSwapBuffers();\r
glutInitWindowSize(500, 500);\r
glutCreateWindow("Scene Editor");\r
\r
- glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
- glClearDepth(1.0f); // Depth Buffer Setup\r
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
- glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do\r
+ glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
+ glClearDepth(1.0f); // Depth Buffer Setup\r
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
+ glDepthFunc(GL_LEQUAL); // the type\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
\r