X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=blobdiff_plain;f=scene.c;h=6ae85a7e48db1a0032b85a50e062b4302f572db5;hp=d07c119e1e127bc128e9a11b713b45f69fb35c6b;hb=a7a7e453a0b33ef33e21f3be42a0baa5e408bdbc;hpb=930c172434e6da07703eccb41855c44d2e3378d8 diff --git a/scene.c b/scene.c index d07c119..6ae85a7 100644 --- a/scene.c +++ b/scene.c @@ -113,7 +113,8 @@ void processLightEvents(int id) { * @param id ID of object selected */ void processObjectEvents(int id) { - + // **NOTE: For the testing phase, only have the teapot + addSceneObject(id); } /** @@ -366,7 +367,7 @@ void display() { // Draw teapot for a test object glPushMatrix(); glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot currently does not rest on surface - glColor3f(0.0, 0.0, 0.0); + glColor3f(0.0, 0.0, 1.0); glFrontFace(GL_CW); // The teapot does not obey the right-hand rule glutSolidTeapot(1); glFrontFace(GL_CCW); @@ -406,26 +407,14 @@ void init() { glLightfv(GL_LIGHT0, GL_SPECULAR, specular0); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0); - //glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0); - glLighti(GL_LIGHT0, GL_SPOT_EXPONENT,5); - glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1); glLightfv(GL_LIGHT1, GL_SPECULAR, specular1); glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1); - //glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 90.0); - glLighti(GL_LIGHT1, GL_SPOT_EXPONENT,5); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel); glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); - //glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); - //glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); - //glMaterialfv(GL_FRONT, GL_SPECULAR, specular); - //glMaterialfv(GL_FRONT, GL_EMISSION, emission); - //glMaterialf(GL_FRONT, GL_SHININESS, shine); - glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); @@ -462,8 +451,6 @@ int main(int argc, char **argv) { glDepthRange(0,1); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // the type - glEnable(GL_TEXTURE_2D); - //glEnable(GL_CULL_FACE); glEnable(GL_NORMALIZE); glLineWidth(2.0);