// Draw a white ball over the light source\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
- glColor3f(1.0, 1.0, 1.0);\r
+ glColor3f(1.0, 1.0, 0.0);\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
glutSolidSphere(1.0, 50, 50);\r
glEnable(GL_LIGHTING);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
+\r
+GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};\r
+GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};\r
+GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};\r
+GLfloat shine = 100.0;\r
+glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
+glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
+glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
+glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
+\r
+GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};\r
+glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
+\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHTING);\r
- glEnable(GL_COLOR_MATERIAL);\r
- glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
- glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
- glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
+ //glEnable(GL_COLOR_MATERIAL);\r
+ //glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
+ //glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
+ //glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
\r
\r
\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(\r
40.0, /* field of view in degree */\r
1.0, /* aspect ratio */\r
- 0.0, /* Z near */\r
- 1000.0 /* Z far */\r
+ 1.0, /* Z near */\r
+ 1000000.0 /* Z far */\r
);\r
\r
glMatrixMode(GL_MODELVIEW);\r