GLfloat angle2 = 30; /* in degrees */
/* Near and far parameters - calculates scene size */
-GLfloat near = -15;
-GLfloat far = 15;
+GLfloat near = -30;
+GLfloat far = 30;
/* Near and far clipping planes - calculates clipping planes */
GLfloat nearClip = -200;
int drawFloorRecurse = 8;
/* Size of floor, from -n to n */
-int floorSize = 50;
+int floorSize = 200;
/* Current camera x, y, z coords */
GLfloat camx = 0.0, camy = 0.0, camz = 0.0, rot = 0.0;
/* Length of axis lines */
-GLfloat lineLength = 100;
+GLfloat lineLength = 5;
/* Light 0 parameters */
GLfloat diffuse0[]={1.0, 0.0, 0.0, 1.0};
GLfloat ambient0[]={1.0, 0.0, 0.0, 1.0};
GLfloat specular0[]={1.0, 0.0, 0.0, 1.0};
-GLfloat emission0[] = {1.0, 1.0, 1.0, 0.5};
+GLfloat emission0[] = {0.0, 0.3, 0.3, 1.0};
+
+GLfloat direction0[] = {0.0, 0.0, 0.0};
GLfloat light0_pos[] ={1.0, 1.0, 0,0, 0.5};
-GLfloat glightmodel[] = {0.2,0.2,0.2,1};
\ No newline at end of file
+
+GLfloat shine = 100.0;
+
+GLfloat glightmodel[] = {0.2,0.2,0.2,1};
+
+/* Material types */
+GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
+GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};
+GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
+
+/* Beginning width, height */
+int width = 500, height = 500;
\ No newline at end of file