angle = (int)(angle + 10) % 360;\r
//angle2 = (int)(angle2 + 10) % 360;\r
printf("Angle 1: %f, Angle 2: %f\n", angle, angle2);\r
- sleep(0.5);\r
+ sleep(1);\r
glutPostRedisplay();\r
}\r
\r
* Draw a floor.\r
*/\r
void drawFloor() {\r
- glDisable(GL_LIGHTING);\r
-\r
- //if (useTexture) {\r
- // glEnable(GL_TEXTURE_2D);\r
- //}\r
-\r
- /*glBegin(GL_QUADS);\r
- glTexCoord2f(0.0, 0.0);\r
- glVertex3fv(floorVertices[0]);\r
- glTexCoord2f(0.0, 16.0);\r
- glVertex3fv(floorVertices[1]);\r
- glTexCoord2f(16.0, 16.0);\r
- glVertex3fv(floorVertices[2]);\r
- glTexCoord2f(16.0, 0.0);\r
- glVertex3fv(floorVertices[3]);\r
- glEnd();*/\r
-\r
+ \r
drawSquare(0, -1000.0, -1000.0, 1000.0, 1000.0);\r
\r
/*if (useTexture) {\r
glDisable(GL_TEXTURE_2D);\r
}*/\r
\r
- glEnable(GL_LIGHTING);\r
}\r
\r
/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
gluLookAt(\r
- 0.0, 0.0, 60.0, /* eye is at (x,y,z) */\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
+ glRotatef(45.0, 1.0, 0.0, 0.0);\r
+\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
lightPosition[1] = lightHeight;\r
\r
glPushMatrix();\r
/* Perform scene rotations based on user mouse input. */\r
- glRotatef(angle2, 1.0, 0.0, 0.0);\r
+ \r
glRotatef(angle, 0.0, 1.0, 0.0);\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r