* @param w New width\r
* @param h New height\r
*/\r
-/*void windowReshape(int w, int h) {\r
+void windowReshape(int w, int h) {\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
- glMatrixMode(GL_PROJECTION);\r
+ /*glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h) \r
- glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+ glFrustum(near, far, near*(GLfloat)h/(GLfloat)w,\r
far*(GLfloat)h/(GLfloat)w, -100, 100);\r
else\r
- glOrtho(near*(GLfloat)w/(GLfloat)h,\r
+ glFrustum(near*(GLfloat)w/(GLfloat)h,\r
far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
-}*/\r
+ glLoadIdentity();*/\r
+}\r
\r
/**\r
* Called when mouse event occurs\r
* w/s increase/decrease the z\r
* a/d increase/decrease the x\r
* q/e increase/decrease the y\r
+ * z/x increase/decrease the angle\r
* @param key Key pressed\r
* @param x x co-ordinate of mouse\r
* @param y y co-ordinate of mouse\r
void display() {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
- gluLookAt(\r
- 100.0, 100.0, 100.0, /* eye is at (x,y,z) */\r
- 0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
- 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
- );\r
+ //gluLookAt(\r
+ // 0.0, 0.0, 30.0, /* eye is at (x,y,z) */\r
+ // 0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
+ // 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ // );\r
\r
glTranslatef(camx, camy, camz);\r
\r
\r
// Draw teapot for a test object\r
glPushMatrix();\r
- glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface\r
- glColor3f(0.5, 0.5, 0.5);\r
- glutSolidTeapot(100);\r
+ glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface\r
+ glColor3f(0.0, 0.0, 0.0);\r
+ glutSolidTeapot(1);\r
glPopMatrix();\r
\r
// Draw a white ball over the light source\r
* init function; sets initial OpenGL state\r
*/\r
void init() {\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
-\r
- gluPerspective(\r
- 60.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- nearClip, /* Z near */\r
- farClip /* Z far */\r
- );\r
+ //glMatrixMode(GL_PROJECTION);\r
+ //glLoadIdentity();\r
+\r
+ //gluPerspective(\r
+ // 60.0, /* field of view in degree */\r
+ // 1.0, /* aspect ratio */\r
+ // nearClip, /* Z near */\r
+ // farClip /* Z far */\r
+ // );\r
\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\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
+ glDepthRange(0,1);\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_CULL_FACE);\r
glEnable(GL_TEXTURE_2D);\r
glLineWidth(1.0);\r
\r
+ glMatrixMode(GL_PROJECTION);\r
+ gluPerspective(\r
+ 40.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ 0.0, /* Z near */\r
+ 1000.0 /* Z far */\r
+ );\r
+\r
+ glMatrixMode(GL_MODELVIEW);\r
+ gluLookAt(\r
+ 0.0, 35.0, -20.0, /* eye is at (0,8,60) */\r
+ 0.0, 10.0, 0.0, /* center is at (0,8,0) */\r
+ 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ );\r
+\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
- //glutReshapeFunc(windowReshape);\r
+ glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
glutMouseFunc(mouse);\r
glutKeyboardFunc(keyboard);\r