*/\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
glOrtho(near*(GLfloat)w/(GLfloat)h,\r
far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
glMatrixMode(GL_MODELVIEW); \r
- glLoadIdentity();\r
+ glLoadIdentity();*/\r
}\r
\r
/**\r
* Draw a floor by calling the drawSquare recursion\r
*/\r
void drawFloor() {\r
- drawSquare(0, -floorSize, -floorSize, floorSize, floorSize);\r
+ //drawSquare(0, -floorSize, -floorSize, floorSize, floorSize);\r
+ glBegin(GL_QUADS);\r
+ glVertex3f(-18.0, 0.0, 27.0);\r
+ glVertex3f(27.0, 0.0, 27.0);\r
+ glVertex3f(27.0, 0.0, -18.0);\r
+ glVertex3f(-18.0, 0.0, -18.0);\r
+ glEnd();\r
}\r
\r
/**\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
\r
- //gluPerspective(\r
- // 60.0, /* field of view in degree */\r
- // 1.0, /* aspect ratio */\r
- // near, /* Z near */\r
- // far /* Z far */\r
- // );\r
+ gluPerspective(\r
+ 60.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ near, /* Z near */\r
+ far /* Z far */\r
+ );\r
\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r