glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h)\r
- glFrustum(-1.0, 1.0, -1.0*(GLfloat) h / (GLfloat) w,\r
- 1.0*(GLfloat) h / (GLfloat) w, 2.0, 10.0);\r
+ glFrustum(-1, 100, -1,\r
+ 100, -1, 100);\r
else\r
- glFrustum(-1.0*(GLfloat) w / (GLfloat) h,\r
- 1.0*(GLfloat) w / (GLfloat) h, -1.0, 1.0, 2.0, 10.0);\r
+ glFrustum(-1,\r
+ 100, -1, 100, -1, 100);\r
glMatrixMode(GL_MODELVIEW);\r
}\r
\r
*/\r
void display() {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
\r
+ //gluLookAt(\r
+ // -30.0, -30.0, -30.0, /* eye is at (x,y,z) */\r
+ /// 0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
+ // 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ // );\r
+\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
lightPosition[1] = lightHeight;\r
* init function; sets initial OpenGL state\r
*/\r
void init() {\r
- glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
-\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
\r
- glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
- glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
- glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
- glMaterialfv(GL_FRONT, GL_EMISSION, emission0);\r
- glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shine);\r
\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHTING);\r
glEnable(GL_TEXTURE_2D);\r
glLineWidth(1.0);\r
\r
- // **NOTE: Currently the perspective and look-at code is static, for testing purposes\r
- glMatrixMode(GL_PROJECTION);\r
- gluPerspective(\r
- 40.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- 1.0, /* Z near */ // **NOTE: Seems to be issue with near < 0 causing invisible everything\r
- 100.0 /* Z far */\r
- );\r
-\r
- glMatrixMode(GL_MODELVIEW);\r
- gluLookAt(\r
- 0.0, 35.0, -20.0, /* eye is at (x,y,z) */\r
- 0.0, 10.0, 0.0, /* center is at (x,y,z) */\r
- 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
- );\r
-\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
glutReshapeFunc(windowReshape);\r