\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(25);\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
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
+ glEnable(GL_BLEND);\r
glLineWidth(1.0);\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 */ 300.0);\r
+ glMatrixMode(GL_PROJECTION);\r
+ gluPerspective(\r
+ 40.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ 1.0, /* Z near */\r
+ 1000000.0 /* Z far */\r
+ );\r
+\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
+ 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