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[atyndall/cits2231.git]
/
scene.c
diff --git
a/scene.c
b/scene.c
index
040763a
..
a8f37dd
100644
(file)
--- a/
scene.c
+++ b/
scene.c
@@
-327,15
+327,15
@@
void display() {
\r
// Draw teapot for a test object
\r
glPushMatrix();
\r
\r
// Draw teapot for a test object
\r
glPushMatrix();
\r
- glTranslatef(0.0,
1.0
, 0.0); // **NOTE: Teapot does not rest on surface
\r
- glColor3f(0.
5, 0.5, 0.5
);
\r
+ glTranslatef(0.0,
0.5
, 0.0); // **NOTE: Teapot does not rest on surface
\r
+ glColor3f(0.
0, 0.0, 0.0
);
\r
glutSolidTeapot(1);
\r
glPopMatrix();
\r
\r
// Draw a white ball over the light source
\r
glPushMatrix();
\r
glDisable(GL_LIGHTING);
\r
glutSolidTeapot(1);
\r
glPopMatrix();
\r
\r
// Draw a white ball over the light source
\r
glPushMatrix();
\r
glDisable(GL_LIGHTING);
\r
- glColor3f(1.0, 1.0,
1
.0);
\r
+ glColor3f(1.0, 1.0,
0
.0);
\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
\r
glutSolidSphere(1.0, 50, 50);
\r
glEnable(GL_LIGHTING);
\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
\r
glutSolidSphere(1.0, 50, 50);
\r
glEnable(GL_LIGHTING);
\r
@@
-407,24
+407,26
@@
int main(int argc, char **argv) {
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
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
+ glDepthRange(0,1);
\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
\r
glDepthFunc(GL_LEQUAL); // the type
\r
glEnable(GL_CULL_FACE);
\r
glEnable(GL_TEXTURE_2D);
\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
\r
glDepthFunc(GL_LEQUAL); // the type
\r
glEnable(GL_CULL_FACE);
\r
glEnable(GL_TEXTURE_2D);
\r
+ glEnable(GL_BLEND);
\r
glLineWidth(1.0);
\r
\r
glMatrixMode(GL_PROJECTION);
\r
gluPerspective(
\r
40.0, /* field of view in degree */
\r
1.0, /* aspect ratio */
\r
glLineWidth(1.0);
\r
\r
glMatrixMode(GL_PROJECTION);
\r
gluPerspective(
\r
40.0, /* field of view in degree */
\r
1.0, /* aspect ratio */
\r
- 1
0
.0, /* Z near */
\r
- 100.0 /* Z far */
\r
+ 1.0, /* Z near */
\r
+ 100
0000
.0 /* Z far */
\r
);
\r
\r
glMatrixMode(GL_MODELVIEW);
\r
gluLookAt(
\r
);
\r
\r
glMatrixMode(GL_MODELVIEW);
\r
gluLookAt(
\r
- 0.0, 35.0,
3
0.0, /* eye is at (0,8,60) */
\r
- 0.0, 0.0, 0.0, /* center is at (0,8,0) */
\r
+ 0.0, 35.0,
-2
0.0, /* eye is at (0,8,60) */
\r
+ 0.0,
1
0.0, 0.0, /* center is at (0,8,0) */
\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */
\r
);
\r
\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */
\r
);
\r
\r
UCC
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