for ( int z = -floorSize; z < floorSize; z++ ) {
glColor3f( 1.0, 1.0, 1.0 );
- glNormal3i( 0, 1, 0 );
+ glNormal3i( 1, 1, 0 );
glTexCoord2f( 1.0, 1.0 );
glVertex3f ( (x+1)*squareSize, 0.0, (z+1)*squareSize );
- glNormal3i( 0, 1, 0 );
+ glNormal3i( 1, 1, 0 );
glTexCoord2f( 1.0, 0.0 );
glVertex3f ( (x+1)*squareSize, 0.0, z*squareSize );
- glNormal3i( 0, 1, 0 );
+ glNormal3i( 1, 1, 0 );
glTexCoord2f( 0.0, 0.0 );
glVertex3f ( x*squareSize, 0.0, z*squareSize );
- glNormal3i( 0, 1, 0 );
+ glNormal3i( 1, 1, 0 );
glTexCoord2f( 0.0, 1.0 );
glVertex3f ( x*squareSize, 0.0, (z+1)*squareSize );
}
glDisable(GL_LIGHTING);
for ( int i = 0; i < LIGHTS; i++ ) {
- glDisable(GL_LIGHT0 + i);
+ glDisable( GL_LIGHT0 + i );
- glLightfv(GL_LIGHT0 + i, GL_POSITION, lightObjs[i].position);
- glLightfv(GL_LIGHT0 + i, GL_AMBIENT, lightObjs[i].ambient);
- glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lightObjs[i].diffuse);
- glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lightObjs[i].specular);
- glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightObjs[i].direction);
+ glLightfv( GL_LIGHT0 + i, GL_POSITION, lightObjs[i].position );
+ glLightfv( GL_LIGHT0 + i, GL_AMBIENT, lightObjs[i].ambient );
+ glLightfv( GL_LIGHT0 + i, GL_DIFFUSE, lightObjs[i].diffuse );
+ glLightfv( GL_LIGHT0 + i, GL_SPECULAR, lightObjs[i].specular );
+ glLightfv( GL_LIGHT0 + i, GL_SPOT_DIRECTION, lightObjs[i].direction );
- glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, lightObjs[i].cutoff);
- glLighti(GL_LIGHT0 + i, GL_SPOT_EXPONENT, (int)lightObjs[i].exponent );
+ glLightf ( GL_LIGHT0 + i, GL_SPOT_CUTOFF, lightObjs[i].cutoff );
+ glLighti ( GL_LIGHT0 + i, GL_SPOT_EXPONENT, lightObjs[i].exponent );
- glEnable(GL_LIGHT0 + i);
+ glEnable ( GL_LIGHT0 + i );
// Draw light ball for light
glPushMatrix();
lightObjs[1].position[3] = 0.0;
/* Initial floor texture */
- currentGroundTexture = 3;
+ // **NOTE: Commented out while testing lighting
+ //currentGroundTexture = 5;
}
\ No newline at end of file