(no commit message)
[atyndall/cits2231.git] / scene.c
diff --git a/scene.c b/scene.c
index 30d982a..963f78b 100644 (file)
--- a/scene.c
+++ b/scene.c
@@ -468,15 +468,14 @@ void windowReshape(int w, int h) {
   GLdouble far = 10.0;\r
 \r
   glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
-   glMatrixMode(GL_PROJECTION);\r
-   glLoadIdentity();\r
-   if (w <= h) \r
-      glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
-               far*(GLfloat)h/(GLfloat)w, near, far);\r
-\r
-   else\r
-      glOrtho(near*(GLfloat)w/(GLfloat)h,\r
-               far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
+  glMatrixMode(GL_PROJECTION);\r
+  glLoadIdentity();\r
+  if (w <= h) \r
+    glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+             far*(GLfloat)h/(GLfloat)w, near, far);\r
+  else\r
+    glOrtho(near*(GLfloat)w/(GLfloat)h,\r
+             far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
    glMatrixMode(GL_MODELVIEW); \r
    glLoadIdentity();\r
 }\r
@@ -499,10 +498,25 @@ void display() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
    glLoadIdentity();\r
 \r
-   glTranslatef(0.0f,0.0f,-5.0f); // Move into the Screen 10.0\r
+   glTranslatef( 0.0f,  0.0f,  0.0f);\r
+   glBegin(GL_QUADS);\r
+     glVertex3f( 0.0f,  1.0f, -1.0f);\r
+     glVertex3f( 0.0f,  1.0f,  1.0f);\r
+     glVertex3f( 0.0f, -1.0f,  1.0f);\r
+     glVertex3f( 0.0f, -1.0f, -1.0f);\r
+   glEnd();\r
+\r
 \r
+   glTranslatef( 0.0f, 0.0f, -5.0f); // Move into the Screen 10.0\r
    glutSolidTeapot(1);\r
 \r
+   glMatrixMode(GL_MODELVIEW);\r
+   glLoadIdentity();\r
+   gluLookAt(0.7f, 0.4f, 0.9f, -2.0f, -1.0f, -7.0f, 1.0f, 10.0f, 1.0f);\r
+\r
+\r
+   glMatrixMode(GL_PROJECTION);\r
+  glLoadIdentity();\r
    glutSwapBuffers();\r
 }\r
 \r
@@ -531,11 +545,11 @@ int main(int argc, char **argv) {
     glutInitWindowSize(500, 500);\r
     glutCreateWindow("Scene Editor");\r
 \r
-    glShadeModel(GL_SMOOTH);                        // Enables Smooth Shading\r
-    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);                   // Black Background\r
-    glClearDepth(1.0f);                         // Depth Buffer Setup\r
-    glEnable(GL_DEPTH_TEST);                        // Enables Depth Testing\r
-    glDepthFunc(GL_LEQUAL);                         // The Type Of Depth Test To Do\r
+    glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
+    glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
+    glClearDepth(1.0f); // Depth Buffer Setup\r
+    glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
+    glDepthFunc(GL_LEQUAL);  // the type\r
 \r
     glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);          // Really Nice Perspective Calculations\r
 \r

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