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[atyndall/cits2231.git]
/
scene.c
diff --git
a/scene.c
b/scene.c
index
be5f938
..
0481882
100644
(file)
--- a/
scene.c
+++ b/
scene.c
@@
-583,7
+583,7
@@
void drawFloor() {
glVertex3fv(floorVertices[3]);
\r
glEnd();*/
\r
\r
glVertex3fv(floorVertices[3]);
\r
glEnd();*/
\r
\r
-drawSquare(0, -10
00, -1000, 1000, 100
0);
\r
+drawSquare(0, -10
.0, -10.0, 10.0, 10.
0);
\r
\r
/*if (useTexture) {
\r
glDisable(GL_TEXTURE_2D);
\r
\r
/*if (useTexture) {
\r
glDisable(GL_TEXTURE_2D);
\r
@@
-592,19
+592,20
@@
drawSquare(0, -1000, -1000, 1000, 1000);
glEnable(GL_LIGHTING);
\r
}
\r
\r
glEnable(GL_LIGHTING);
\r
}
\r
\r
-int drawFloorRecurse =
3
;
\r
+int drawFloorRecurse =
2
;
\r
/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {
\r
drawSquare(0, x1, y1, x2, y2);
\r
}*/
\r
\r
/*void drawSquare(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {
\r
drawSquare(0, x1, y1, x2, y2);
\r
}*/
\r
\r
-void drawSquare(int recurseLevel,
GLfloat x1, GLfloat y1, GLfloat x2, GL
float y2) {
\r
+void drawSquare(int recurseLevel,
float x1, float y1, float x2,
float y2) {
\r
\r
\r
- printf("
Recurse level %d\n", recurseLevel
);
\r
+ printf("
%d, %d, %d, %d\n", x1, y2, x2, y2
);
\r
\r
if ( drawFloorRecurse != recurseLevel ) {
\r
\r
if ( drawFloorRecurse != recurseLevel ) {
\r
-
GL
float xm = (x1 + x2) / 2.0;
\r
-
GL
float ym = (y1 + y2) / 2.0;
\r
+ float xm = (x1 + x2) / 2.0;
\r
+ float ym = (y1 + y2) / 2.0;
\r
int rnew = recurseLevel + 1;
\r
int rnew = recurseLevel + 1;
\r
+ printf("Recursing to level %d\n", rnew);
\r
\r
// Split into four sub-quads
\r
drawSquare(rnew, x1, y1, xm, ym);
\r
\r
// Split into four sub-quads
\r
drawSquare(rnew, x1, y1, xm, ym);
\r
@@
-613,7
+614,7
@@
void drawSquare(int recurseLevel, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2
drawSquare(rnew, xm, y1, x2, ym);
\r
\r
} else {
\r
drawSquare(rnew, xm, y1, x2, ym);
\r
\r
} else {
\r
- printf("Drawing (%
f, %f) -> (%f, %
f)\n", x1, y2, x2, y2);
\r
+ printf("Drawing (%
.10f, %.10f) -> (%.10f, %.10
f)\n", x1, y2, x2, y2);
\r
glBegin(GL_QUADS);
\r
glVertex3f(x1, 0.0, y1);
\r
glVertex3f(x1, 0.0, y2);
\r
glBegin(GL_QUADS);
\r
glVertex3f(x1, 0.0, y1);
\r
glVertex3f(x1, 0.0, y2);
\r
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