glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
\r
- glTranslatef( 0.0f, 0.0f, 0.0f);\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
+ glEnd();*/\r
\r
\r
- glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0\r
- glutSolidTeapot(1);\r
+ //glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0\r
+ //glutSolidTeapot(1);\r
\r
- /*glMatrixMode(GL_MODELVIEW);\r
+ /* glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
gluLookAt(0.7f, 0.4f, 0.9f, -2.0f, -1.0f, -7.0f, 1.0f, 10.0f, 1.0f);\r
\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
+ // glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
\r
glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
\r
init();\r
\r
+ glMatrixMode(GL_PROJECTION);\r
+ gluPerspective( /* field of view in degree */ 40.0,\r
+ /* aspect ratio */ 1.0,\r
+ /* Z near */ 20.0, /* Z far */ 100.0);\r
+ glMatrixMode(GL_MODELVIEW);\r
+ gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */\r
+ 0.0, 8.0, 0.0, /* center is at (0,8,0) */\r
+ 0.0, 1.0, 0.); /* up is in postivie Y direction */\r
+\r
glutMainLoop();\r
}\r