Added ground textures support and tried more lighting experimentation.
authorAsh Tyndall <[email protected]>
Fri, 21 Oct 2011 09:14:46 +0000 (17:14 +0800)
committerAsh Tyndall <[email protected]>
Fri, 21 Oct 2011 09:14:46 +0000 (17:14 +0800)
helper.c
scene.c

index abdc56e..ea80294 100644 (file)
--- a/helper.c
+++ b/helper.c
@@ -220,40 +220,6 @@ void drawFloor() {
 
        glBegin(GL_QUADS);  
 
-
-  // **NOTE: Code under development to solve the texture-is-larger-than-square problem
-/*
-  int textureTileSize = 50;
-  int divisions = 2;
-
-  for ( int tx = -floorSize; tx <= floorSize; tx += textureTileSize ) {
-    for ( int tz = -floorSize; tz <= floorSize; tz += textureTileSize ) {
-      int subTileWidth = textureTileSize / divisions;
-      for ( int x = 0; x <= divisions * 2; x++ ) {
-        for ( int z = 0; z <= divisions * 2; z++ ) {
-          glColor3f( 1.0, 1.0, 1.0 );
-
-          printf("Creating a subtile.\n");
-          printf("Texture box is: (%d, %d), (%d, %d), (%d, %d), (%d, %d)\n",tx+textureTileSize, tz+textureTileSize,tx+textureTileSize, tz,tx, tz, tx, tz+textureTileSize );
-          printf("Polygon box is: (%d, %d), (%d, %d), (%d, %d), (%d, %d)\n",(x+1)*subTileWidth+tx, (z+1)*subTileWidth+tz ,(x+1)*subTileWidth+tx, z*subTileWidth+tz, x*subTileWidth+tx, z*subTileWidth+tz, x*subTileWidth+tx, (z+1)*subTileWidth+tz);
-
-          glTexCoord2f( tx+textureTileSize, tz+textureTileSize );
-          glVertex3f  ( (x+1)*subTileWidth+tx, 0.0, (z+1)*subTileWidth+tz );
-
-          glTexCoord2f( tx+textureTileSize, tz );
-          glVertex3f  ( (x+1)*subTileWidth+tx, 0.0,     z*subTileWidth+tz );
-
-          glTexCoord2f( tx, tz );
-          glVertex3f  (     x*subTileWidth+tx, 0.0,     z*subTileWidth+tz );
-
-          glTexCoord2f( tx, tz+textureTileSize );
-          glVertex3f  (     x*subTileWidth+tx, 0.0, (z+1)*subTileWidth+tz );
-        }
-      }
-    }
-  }
-*/
-
     for ( int x = -floorSize; x < floorSize; x++ ) {
       for ( int z = -floorSize; z < floorSize; z++ ) {
         glColor3f( 1.0, 1.0, 1.0 );
diff --git a/scene.c b/scene.c
index 641be1a..a638c49 100644 (file)
--- a/scene.c
+++ b/scene.c
@@ -407,26 +407,14 @@ void init() {
   glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
   glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
 \r
- // glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 45.0);\r
-  //glLighti(GL_LIGHT0, GL_SPOT_EXPONENT,10);\r
-\r
   glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);\r
   glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);\r
   glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);\r
   glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1);\r
 \r
-  //glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 45.0);\r
-  //glLighti(GL_LIGHT1, GL_SPOT_EXPONENT,10);\r
-\r
   glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
   glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);\r
 \r
-  //glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
-  //glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
-  //glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
-  //glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
-  //glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
-\r
   glEnable(GL_LIGHT0);\r
   glEnable(GL_LIGHT1);\r
   glEnable(GL_LIGHTING);\r
@@ -463,8 +451,6 @@ int main(int argc, char **argv) {
   glDepthRange(0,1);\r
   glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
   glDepthFunc(GL_LEQUAL);  // the type\r
-  //glEnable(GL_TEXTURE_2D);\r
-  //glEnable(GL_CULL_FACE);\r
   glEnable(GL_NORMALIZE);\r
   glLineWidth(2.0);\r
 \r

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