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[atyndall/cits2231.git]
/
scene.c
diff --git
a/scene.c
b/scene.c
index
2a452b0
..
b4b61c5
100644
(file)
--- a/
scene.c
+++ b/
scene.c
@@
-112,6
+112,7
@@
void processLightEvents(int id) {
void processObjectEvents(int id) {
\r
// **NOTE: For the testing phase, only have the teapot
\r
addSceneObject(id);
\r
void processObjectEvents(int id) {
\r
// **NOTE: For the testing phase, only have the teapot
\r
addSceneObject(id);
\r
+ glutPostRedisplay();
\r
}
\r
\r
/**
\r
}
\r
\r
/**
\r
@@
-384,18
+385,17
@@
void display() {
drawFloor();
\r
\r
// Draw sceneObjs array
\r
drawFloor();
\r
\r
// Draw sceneObjs array
\r
- glPushMatrix();
\r
- for ( int i = 0; i < nObjects; i++ ) {
\r
+ for ( int i = 0; i < nObjects; i++ ) {
\r
+ glPushMatrix();
\r
SceneObject so = sceneObjs[i];
\r
\r
// Apply rotation vector
\r
SceneObject so = sceneObjs[i];
\r
\r
// Apply rotation vector
\r
- vector* rv = so.rotation.vect;
\r
- printf("%d, %d, %d\n", *rv[0], *rv[1], *rv[2]);
\r
- /* glRotatef(so.rotation.parameter, *rv[0], *rv[1], *rv[2]);
\r
+ GLfloat* rv = so.rotation.vector;
\r
+ glRotatef(so.rotation.amount, rv[0], rv[1], rv[2]);
\r
\r
// Apply scaling vector
\r
\r
// Apply scaling vector
\r
-
vector
* sv = so.scale;
\r
- glScalef(
*sv[0], *sv[1], *
sv[2]);
\r
+
GLfloat
* sv = so.scale;
\r
+ glScalef(
sv[0], sv[1],
sv[2]);
\r
\r
// Apply translation vector
\r
glTranslatef(so.x, so.y, so.z);
\r
\r
// Apply translation vector
\r
glTranslatef(so.x, so.y, so.z);
\r
@@
-406,7
+406,7
@@
void display() {
glBindTexture(GL_TEXTURE_2D, so.texture);
\r
} else {
\r
glBindTexture(GL_TEXTURE_2D, 0);
\r
glBindTexture(GL_TEXTURE_2D, so.texture);
\r
} else {
\r
glBindTexture(GL_TEXTURE_2D, 0);
\r
- }
*/
\r
+ }
\r
\r
// Draw actual object
\r
if ( so.mesh > 0 ) {
\r
\r
// Draw actual object
\r
if ( so.mesh > 0 ) {
\r
@@
-419,8
+419,9
@@
void display() {
}
\r
\r
glBindTexture(GL_TEXTURE_2D, 0);
\r
}
\r
\r
glBindTexture(GL_TEXTURE_2D, 0);
\r
- }
\r
- glPopMatrix();
\r
+ glPopMatrix();
\r
+ }
\r
+
\r
\r
// Draw a white ball over the light source
\r
glPushMatrix();
\r
\r
// Draw a white ball over the light source
\r
glPushMatrix();
\r
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