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 );
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
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