GLfloat glightmodel[] = {0.2,0.2,0.2,1};
GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};
+GLfloat lightBallSize = 0.2;
+
/* Zoom and rotate tracking */
GLfloat zoom = 0.0, rotate = 0.0, camAngle = 40.0;
GLfloat zoomFactor = 0.2, camRotateFactor = 0.5, camAngleFactor = 0.5;
extern GLfloat glightmodel[];
extern GLfloat emission[];
+extern GLfloat lightBallSize
+
/* Beginning width, height */
extern int width, height;
\r
glPushMatrix();\r
glTranslatef(lightPosition0[0], lightPosition0[1], lightPosition0[2]);\r
- glutSolidSphere(0.5, 50, 50);\r
+ glutSolidSphere(lightBallSize, 20, 20);\r
glPopMatrix();\r
\r
glPushMatrix();\r
glTranslatef(lightPosition1[0], lightPosition1[1], lightPosition1[2]);\r
- glutSolidSphere(0.5, 50, 50);\r
+ glutSolidSphere(lightBallSize, 20, 20);\r
glPopMatrix();\r
\r
glEnable(GL_LIGHTING);\r