index 33799d5..4040947 100644 (file)
--- a/helper.c
+++ b/helper.c
@@ -232,11 +232,10 @@ void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) {

} else {
// Draw square.
-    // **NOTE: Is the polygon facing in the right direction?
-    // **NOTE: We're drawing large strips, which might be a lighting problem
-
+    // **NOTE: We're drawing large strips, instead of squares, which might cause a lighting problem
-      glNormal3f(0,1,0);
+      //glNormal3f(0,1,0);
+      glColor3f(1.0, 1.0, 1.0);
glVertex3f(x1, 0.0, z1);
glVertex3f(x1, 0.0, z2);
glVertex3f(x2, 0.0, z2);
@@ -256,24 +255,41 @@ void drawFloor() {
* Draw x, z axis on floor
*/
void drawLine() {
-    // **NOTE: fix function
-    glDisable(GL_TEXTURE_2D);
-    glDisable(GL_LIGHTING);
-    //glEnable(GL_BLEND);
-    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-    glColor3f( 0.0, 0.0, 0.0 );
-
-    glBegin(GL_LINES);
+  // **NOTE: Function does not currently draw arrow-heads
+
+  glDisable(GL_TEXTURE_2D);
+  glDisable(GL_LIGHTING);
+  glEnable(GL_BLEND);
+  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+  glColor3f( 0.0, 0.0, 0.0 );
+
+  float arrowLength = 1.0;
+
+  glBegin(GL_LINES);
+    // x arrow
glVertex3i(  lineLength, 0.0, 0.0 );
glVertex3i( -lineLength, 0.0, 0.0 );
-    glEnd();
+
+    glVertex3i(  lineLength, 0.0, 0.0 );
+    glVertex3i(  lineLength - arrowLength, 0.0,  1.0 );

-    glBegin(GL_LINES);
-    glVertex3i( 0.0, 0.0,  lineLength );
-    glVertex3i( 0.0, 0.0, -lineLength );
-    glEnd();
+    glVertex3i(  lineLength, 0.0, 0.0 );
+    glVertex3i(  lineLength - arrowLength, 0.0, -1.0 );
+
+    // z arrow
+    glVertex3i(  0.0, 0.0,  lineLength );
+    glVertex3i(  0.0, 0.0, -lineLength );
+
+    glVertex3i(  0.0, 0.0,  lineLength );
+    glVertex3i(  1.0, 0.0,  lineLength - arrowLength );
+
+    glVertex3i(  0.0, 0.0,  lineLength );
+    glVertex3i( -1.0, 0.0,  lineLength - arrowLength );
+  glEnd();

-    //glDisable(GL_BLEND);
-    glEnable(GL_LIGHTING);
-    glEnable(GL_TEXTURE_2D);
+  glDisable(GL_BLEND);
+  glEnable(GL_LIGHTING);
+  glEnable(GL_TEXTURE_2D);
}
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