glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
\r
+ // **NOTE: Needs tidy\r
+\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
+ glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 60);\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
+ 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
+ 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
gluPerspective(\r
40.0, /* field of view in degree */\r
1.0, /* aspect ratio */\r
- 1.0, /* Z near */\r
- 1000000.0 /* Z far */\r
+ 1.0, /* Z near */\r
+ 100.0 /* Z far */\r
);\r
\r
glMatrixMode(GL_MODELVIEW);\r
gluLookAt(\r
- 0.0, 35.0, -20.0, /* eye is at (0,8,60) */\r
+ 0.0, 35.0, -20.0, /* eye is at (0,8,60) */\r
0.0, 10.0, 0.0, /* center is at (0,8,0) */\r
- 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
);\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r