* @param id ID of ground texture selected\r
*/\r
void processGTextureEvents(int id) {\r
-\r
+ currentGroundTexture = id;\r
+ glutPostRedisplay();\r
}\r
\r
/**\r
//glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE);\r
//glutAddSubMenu("Material", materialMenu);\r
//glutAddSubMenu("Texture", textureMenu);\r
- //glutAddSubMenu("Ground texture", gTextureMenu);\r
+ glutAddSubMenu("Ground texture", gTextureMenu);\r
//glutAddSubMenu("Lights", lightMenu);\r
glutAddMenuEntry("Exit", M_EXIT);\r
\r
lightPosition0[2] = 12*sin(lightAngle0);\r
lightPosition0[3] = 0.0;\r
\r
+ direction0[0] = lightPosition0[0];\r
+ direction0[2] = lightPosition0[2];\r
+\r
/* Reposition the light source 1. */\r
lightPosition1[0] = 12*cos(lightAngle1);\r
lightPosition1[1] = lightHeight1;\r
lightPosition1[2] = 12*sin(lightAngle1);\r
lightPosition1[3] = 0.0;\r
\r
+ direction1[0] = lightPosition1[0];\r
+ direction1[2] = lightPosition1[2];\r
+\r
glPushMatrix();\r
\r
/* Perform scene rotations based on user mouse/keyboard input. */\r
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 90.0);\r
\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);\r
\r
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
\r
- //glEnable(GL_LIGHT0);\r
- //glEnable(GL_LIGHT1);\r
+ glEnable(GL_LIGHT0);\r
+ glEnable(GL_LIGHT1);\r
glEnable(GL_LIGHTING);\r
}\r
\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_TEXTURE_2D);\r
- glEnable(GL_CULL_FACE);\r
+ //glEnable(GL_CULL_FACE);\r
glEnable(GL_NORMALIZE);\r
glLineWidth(2.0);\r
\r