GLfloat ambient0[] = {0.0, 0.0, 0.0, 1.0};\r
GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};\r
GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0};\r
GLfloat ambient0[] = {0.0, 0.0, 0.0, 1.0};\r
GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};\r
GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0};\r
-GLfloat light0_pos[] ={ 1.0, 1.0, 0,0, 1.0};\r
+GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0};\r
+GLfloat glightmodel[] = {0.2,0.2,0.2,1};\r
- glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface\r
- glutWireTeapot(1);\r
+ glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface\r
+ glColor3f(0.5, 0.5, 0.5);\r
+ glutSolidTeapot(1);\r
- gluPerspective(\r
- 60.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- near, /* Z near */\r
- far /* Z far */\r
- ); \r
+ //gluPerspective(\r
+ // 60.0, /* field of view in degree */\r
+ // 1.0, /* aspect ratio */\r
+ // near, /* Z near */\r
+ // far /* Z far */\r
+ // );\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r