\r
static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; /* green-tinted */\r
static GLfloat lightPosition[4];\r
-static float lightAngle = 0.0, lightHeight = 20;\r
+static float lightAngle = 10.0, lightHeight = 20;\r
\r
\r
/**\r
\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
- glColor3f(1.0, 1.0, 0.0);\r
+ glColor3f(0.0, 0.0, 0.0);\r
\r
/* Draw a yellow ball at the light source. */\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
\r
glMatrixMode(GL_PROJECTION);\r
gluPerspective(\r
- 40.0, /* field of view in degree */ \r
+ 60.0, /* field of view in degree */\r
1.0, /* aspect ratio */ \r
- 20.0, /* Z near */\r
- 100.0 /* Z far */ \r
+ -10.0, /* Z near */\r
+ 900.0 /* Z far */\r
);\r
\r
glMatrixMode(GL_MODELVIEW);\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);\r
\r
glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r