// lightPosition[3] = 1.0;\r
//}\r
\r
- glPushMatrix();\r
-\r
- /* Tell GL new light source position. */\r
+ glPushMatrix();\r
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
- /* Draw "bottom" of floor in blue. */\r
- glFrontFace(GL_CW); /* Switch face orientation. */\r
- glColor4f(0.1, 0.1, 0.7, 1.0);\r
- drawFloor();\r
- glFrontFace(GL_CCW);\r
-\r
- /* Draw "top" of floor. Use blending to blend in reflection. */\r
glEnable(GL_BLEND);\r
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
glColor4f(0.7, 0.0, 0.0, 0.3);\r
drawFloor();\r
glDisable(GL_BLEND);\r
\r
+ glutSolidTeapot(1);\r
+\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
+ glColor3f(1.0, 1.0, 0.0);\r
\r
/* Draw a yellow ball at the light source. */\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
glutSolidSphere(1.0, 5, 5);\r
\r
- glEnable(GL_LIGHTING);\r
+ glEnable(GL_LIGHTING);\r
glPopMatrix();\r
\r
- drawFloor();\r
- glutSwapBuffers();\r
+ glPopMatrix();\r
+\r
+ glutSwapBuffers();\r
}\r
\r
\r
glutInitWindowSize(500, 500);\r
glutCreateWindow("Scene Editor");\r
\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
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
- glDepthFunc(GL_LEQUAL); // the type\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
+ //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
\r
glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
- glutMouseFunc(mouse);*/\r
+ glutMouseFunc(mouse);\r
\r
makeMenu();\r
\r