X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=4aaa0ebbb9cb805f27120384392b001bd47a1532;hp=6f028970eda07b4fdaa13ed693d7a0e2e09b399c;hb=1dd0911989cbc18ca67c1be4ab4fba524f096acb;hpb=d518aa46819c76d7b080865471bb23031bb0fbf5 diff --git a/scene.c b/scene.c index 6f02897..4aaa0eb 100644 --- a/scene.c +++ b/scene.c @@ -110,10 +110,10 @@ char *dirDefault2 = "/cslinux/examples/CITS2231/project-files/models-textures"; char dataDir[200]; // Stores the directory name for the meshes and textures. static GLfloat floorVertices[4][3] = { - { -20.0, 0.0, 20.0 }, - { 20.0, 0.0, 20.0 }, - { 20.0, 0.0, -20.0 }, - { -20.0, 0.0, -20.0 }, + { -1000.0, 0.0, 1000.0 }, + { 1000.0, 0.0, 1000.0 }, + { 1000.0, 0.0, -1000.0 }, + { -1000.0, 0.0, -1000.0 }, }; static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light @@ -535,7 +535,13 @@ void drawFloor() { */ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glMatrixMode(GL_MODELVIEW); glLoadIdentity(); + gluLookAt( + 0.0, 0.0, 180.0, /* eye is at (x,y,z) */ + 0.0, 0.0, 0.0, /* center is at (x,y,z) */ + 0.0, 1.0, 0.0 /* up is in postivie Y direction */ + ); /* Reposition the light source. */ lightPosition[0] = 12*cos(lightAngle); @@ -551,7 +557,12 @@ void display() { drawFloor(); glDisable(GL_BLEND); - glutSolidTeapot(1); // Draw teapot for test + glPushMatrix(); + glLoadIdentity(); + //glTranslatef(0.0, 0.0, 0.0); + + glutSolidTeapot(5); // Draw teapot for test + glPopMatrix(); glPushMatrix(); glDisable(GL_LIGHTING); @@ -574,21 +585,13 @@ void display() { */ void init() { glMatrixMode(GL_PROJECTION); - glLoadIdentity(); + gluPerspective( 60.0, /* field of view in degree */ 1.0, /* aspect ratio */ 0.0, /* Z near */ 900.0 /* Z far */ - ); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - gluLookAt( - 0.0, 8.0, 60.0, /* eye is at (0,8,60) */ - 0.0, 8.0, 0.0, /* center is at (0,8,0) */ - 0.0, 1.0, 0.0 /* up is in postivie Y direction */ - ); + ); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);