glLoadIdentity();\r
\r
gluLookAt(\r
- 0.0, 8.0, 30.0, /* eye is at (x,y,z) */\r
+ 30.0, 30.0, 30.0, /* eye is at (x,y,z) */\r
0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
);\r
* init function; sets initial OpenGL state\r
*/\r
void init() {\r
- glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
-\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
glEnable(GL_TEXTURE_2D);\r
glLineWidth(1.0);\r
\r
- // **NOTE: Currently the perspective and look-at code is static, for testing purposes\r
- //glMatrixMode(GL_PROJECTION);\r
- //gluPerspective(\r
- // 40.0, /* field of view in degree */\r
- // 1.0, /* aspect ratio */\r
- // 1.0, /* Z near */ // **NOTE: Seems to be issue with near < 0 causing invisible everything\r
- // 100.0 /* Z far */\r
- // );\r
-\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
glutReshapeFunc(windowReshape);\r