glutSwapBuffers();\r
}\r
\r
-/**\r
- * init function, sets OpenGL's starting state\r
- */\r
-void init() {\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
- // gluPerspective( 60, 1, 0.1, 1000.0);\r
- gluPerspective( /* field of view in degree */ 40.0,\r
- /* aspect ratio */ 1.0,\r
- /* Z near */ 20.0, /* Z far */ 100.0);\r
- glMatrixMode(GL_MODELVIEW);\r
- gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */\r
- 0.0, 8.0, 0.0, /* center is at (0,8,0) */\r
- 0.0, 1.0, 0.); /* up is in postivie Y direction */\r
-\r
- glMatrixMode(GL_MODELVIEW);\r
-}\r
-\r
\r
/**\r
* Main function\r
\r
glutInit(&argc, argv);\r
\r
- glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
+ //glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
+\r
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL | GLUT_MULTISAMPLE);\r
+\r
glutInitWindowSize(500, 500);\r
glutCreateWindow("Scene Editor");\r
\r
- glShadeModel(GL_SMOOTH); // Enables Smooth Shading\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
\r
glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
- glutMouseFunc(mouse);\r
+ glutMouseFunc(mouse);*/\r
\r
makeMenu();\r
\r
- init();\r
+ //init();\r
+\r
+\r
+ glEnable(GL_CULL_FACE);\r
+ glEnable(GL_DEPTH_TEST);\r
+ glEnable(GL_TEXTURE_2D);\r
+ glLineWidth(3.0);\r
\r
- glMatrixMode(GL_PROJECTION);\r
+glMatrixMode(GL_PROJECTION);\r
gluPerspective( /* field of view in degree */ 40.0,\r
/* aspect ratio */ 1.0,\r
/* Z near */ 20.0, /* Z far */ 100.0);\r
0.0, 8.0, 0.0, /* center is at (0,8,0) */\r
0.0, 1.0, 0.); /* up is in postivie Y direction */\r
\r
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);\r
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);\r
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r