Beispiel #1
0
void calculateCullingFrustum(mat4 camMatrix) {
    float cLeft = -0.05f;
    float cRight = 0.05f;
    float cBottom = -0.05f;
    float cTop = 0.05f;
    float cNear = 0.2f;
    //float cFar = 50.f;

    vec3 topLeft = {cLeft, cTop, -cNear};
    vec3 bottomLeft = {cLeft, cBottom, -cNear};
    vec3 topRight = {cRight, cTop, -cNear};
    vec3 bottomRight = {cRight, cBottom, -cNear};
    vec3 farNormal = {0.f, 0.f, -1.f};
    
    mat4 invCam = InvertMat4(camMatrix);

    topLeft = MultVec3(invCam, topLeft);
    bottomLeft = MultVec3(invCam, topLeft);
    topRight = MultVec3(invCam, topLeft);
    bottomRight = MultVec3(invCam, topLeft);
    farNormal = MultVec3(invCam, farNormal);
    
    
    cullingFrustumNormals[0] = Normalize(CrossProduct(topLeft, bottomLeft)); // Left normal
    cullingFrustumNormals[1] = Normalize(CrossProduct(bottomRight, topRight)); // Right normal
    cullingFrustumNormals[2] = Normalize(CrossProduct(bottomLeft, bottomRight)); // Bottom normal
    cullingFrustumNormals[3] = Normalize(CrossProduct(topRight, topLeft)); // Top normal
    cullingFrustumNormals[4] = Normalize(farNormal); // Far normal
    
}
Beispiel #2
0
static void updateCameraMatrix(mat4 *matrix)
{
    if (matrix != NULL)
    {
        camera = MultVec3(*matrix, camera);
        lookAtPoint = MultVec3(*matrix, lookAtPoint);
    }

    *_cameraMatrix = lookAt(camera.x, camera.y, camera.z,
    					lookAtPoint.x, lookAtPoint.y, lookAtPoint.y, up.x, up.y, up.z);
    right = SetVector(_cameraMatrix->m[0], _cameraMatrix->m[1], _cameraMatrix->m[2]);
    up = SetVector(_cameraMatrix->m[4], _cameraMatrix->m[5], _cameraMatrix->m[6]);
    fwd = SetVector(_cameraMatrix->m[8], _cameraMatrix->m[9], _cameraMatrix->m[10]);

//    glUniformMatrix4fv(glGetUniformLocation(shader, viewMatName), 1, GL_TRUE, _cameraMatrix.m);
}
Beispiel #3
0
void mouse(int x, int y)
{
    vec3 camRight = Normalize(CrossProduct(camDir, camUp));
    mat4 rot1;
    mat4 rot2;
    int dx = x - halfWindowWidth;
    int dy = y - halfWindowHeight;
    rot1 = ArbRotate(camRight, - dy * CAM_ROT_SPEED);
    rot2 = Ry(-dx * CAM_ROT_SPEED);
    rot2 = Mult(rot2, rot1);
    camDir = Normalize(MultVec3(rot2, camDir));
    glutWarpPointer(halfWindowWidth, halfWindowHeight);
}
Beispiel #4
0
void keyboardControl(unsigned char key, int x, int y)
{
    vec3 camRight = Normalize(CrossProduct(camDir, camUp));
    mat4 rot;
    switch(key) {
        case GLUT_KEY_F:
            rot = ArbRotate(camRight, CAM_ROT_SPEED);
            camDir = Normalize(MultVec3(rot, camDir)); break;
        case GLUT_KEY_H:
            glutToggleFullScreen(); break;
        case GLUT_KEY_ESC:
            glutExit(); break;
            //        default:
            //printf("Key code: %d\n", key);
    }
 }
Beispiel #5
0
static void
zprKey(unsigned char key, int x, int y)
{
  float speed = 0.3, rotSpeed = 0.3;
    GLfloat speedX = 0, speedY = 0, speedZ = 0,
    angle = 0.0,
    dX = 0, dY = 0, dZ = 0;

    bool turnedX = false, turnedY = false;

 //   printf("%c\n", key);

  switch (key)
   {
   case 'i':
     speedY = speed;
     break;
   case 'k':
     speedY = -speed;
     break;
   case 'j':
     speedX = -speed;
     break;
   case 'l':
     speedX = speed;
     break;

   case 'd':
        angle = -rotSpeed;
        turnedY = true;
     break;
   case 'a':
        angle = rotSpeed;
        turnedY = true;
     break;
   case 'w':
     speedZ = -speed;
     break;
   case 's':
     speedZ = speed;
     break;

   case 'q':
    angle = -rotSpeed;
    turnedX = true;
     break;
   case 'e':
    angle = rotSpeed;
    turnedX = true;
     break;
   }

    dX = (GLfloat) _cameraMatrix->m[0] * speedX + _cameraMatrix->m[4] * speedY + _cameraMatrix->m[8] * speedZ;
    dY = (GLfloat) _cameraMatrix->m[1] * speedX + _cameraMatrix->m[5] * speedY + _cameraMatrix->m[9] * speedZ;
    dZ = (GLfloat) _cameraMatrix->m[2] * speedX + _cameraMatrix->m[6] * speedY + _cameraMatrix->m[10] * speedZ;

    camera.x += dX;
    camera.y += dY;
    camera.z += dZ;

    lookAtPoint.x += dX;
    lookAtPoint.y += dY;
    lookAtPoint.z += dZ;

    if(turnedY)
    {
        tMat = T(-camera.x, -camera.y, -camera.z);
        rotMat = ArbRotate(up, angle);
        lookAtPoint = MultVec3(tMat, lookAtPoint);
        lookAtPoint = MultVec3(rotMat, lookAtPoint);
        tMat = T(camera.x, camera.y, camera.z);
        lookAtPoint = MultVec3(tMat, lookAtPoint);
    }
    if(turnedX)
    {
        tMat = T(-lookAtPoint.x, -lookAtPoint.y, -lookAtPoint.z);
        rotMat = ArbRotate(right, angle);
        camera = MultVec3(tMat, camera);
        camera = MultVec3(rotMat, camera);
        tMat = T(lookAtPoint.x, lookAtPoint.y, lookAtPoint.z);
        camera = MultVec3(tMat, camera);
    }
    updateCameraMatrix(0);
}
Beispiel #6
0
void display(void)
{
	ballXPos = ballXPos + 0.03;
	ballZPos = ballZPos + 0.03;
	int d = floor(ballXPos * 5.0);
	int e = floor(ballZPos * 5.0);

	dx = ballXPos * 5.0 - d;
	dz = ballZPos * 5.0 - e; 
	
	
	if(dx+dz<1){
		dyx = tm->vertexArray[(d+1 + e * texWidth)*3+1] - tm->vertexArray[(d + e * texWidth)*3+1];	
		dyz = tm->vertexArray[(d + (e+1) * texWidth)*3+1] - tm->vertexArray[(d + e * texWidth)*3+1];
		ballYPos = dyx*dx+dyz*dz + tm->vertexArray[(d + e * texWidth)*3+1];
		
	} 
	else{
		dyx = tm->vertexArray[(d+1 + e * texWidth)*3+1] - tm->vertexArray[((d+1) + (e+1) * texWidth)*3+1];	
		dyz = tm->vertexArray[(d + (e+1) * texWidth)*3+1] - tm->vertexArray[((d+1) + (e+1) * texWidth)*3+1];
		dx = (ceil(ballXPos * 5.0)-ballXPos * 5.0);
		dz = (ceil(ballZPos * 5.0)-ballZPos * 5.0);
		ballYPos = dyx*dx+dyz*dz + tm->vertexArray[((d+1) + (e+1) * texWidth)*3+1];
	}
	
	
		

	
	
	//printf("%lf\n",ballYPos);

	
	vec3 lookingDir = Normalize(VectorSub(l, p));
	vec3 walkSideways = Normalize(CrossProduct(lookingDir, v));
	
	if (glutKeyIsDown('a')) { 
	 p = VectorSub(p, walkSideways);
	 l = VectorSub(l, walkSideways);
	}
	
	if (glutKeyIsDown('d')) { 
	  p = VectorAdd(p, walkSideways);
	 l = VectorAdd(l, walkSideways);
	}

	if (glutKeyIsDown('w')) { 	
		p = VectorAdd(p, lookingDir);
		l = VectorAdd(l, lookingDir);
		} 
		
	if (glutKeyIsDown('s')) { 
		p = VectorSub(p, lookingDir);
		l = VectorSub(l, lookingDir);
	 }
		
	if (glutKeyIsDown('l')) { 
		trans = T(-p.x, -p.y, -p.z);
		trans2 = T(p.x, p.y, p.z);
		rot = Ry(-0.05);
		l = MultVec3(trans2, MultVec3(rot, MultVec3(trans, l)));
	}
	
	if (glutKeyIsDown('j')) { 
		trans = T(-p.x, -p.y, -p.z);
		trans2 = T(p.x, p.y, p.z);
		rot = Ry(0.05);
		l = MultVec3(trans2, MultVec3(rot, MultVec3(trans, l)));
	}
	
	if (glutKeyIsDown('i')) { 
	 trans = T(-p.x, -p.y, -p.z);
		trans2 = T(p.x, p.y, p.z);
		rotateUpDown = ArbRotate(walkSideways, 0.05);
		l = MultVec3(trans2, MultVec3(rotateUpDown, MultVec3(trans, l)));
	}
	if (glutKeyIsDown('k')) { 
	 trans = T(-p.x, -p.y, -p.z);
		trans2 = T(p.x, p.y, p.z);
		rotateUpDown = ArbRotate(walkSideways, -0.05);
		l = MultVec3(trans2, MultVec3(rotateUpDown, MultVec3(trans, l)));
	}


	// clear the screen
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		
	printError("pre display");
	
	glUseProgram(program);

	// Build matrix
	camMatrix = lookAtv(p,l,v);
	modelView = IdentityMatrix();
	total = Mult(camMatrix, modelView);
	glUniformMatrix4fv(glGetUniformLocation(program, "mdlMatrix"), 1, GL_TRUE, modelView.m);
	glUniformMatrix4fv(glGetUniformLocation(program, "cameraMatrix"), 1, GL_TRUE, camMatrix.m);
	DrawModel(tm, program, "inPosition", "inNormal", "inTexCoord");

	//Draw sphere
	modelToWorld = T(ballXPos, ballYPos, ballZPos);
	glUniformMatrix4fv(glGetUniformLocation(program, "mdlMatrix"), 1, GL_TRUE, modelToWorld.m);
	DrawModel(sphere, program, "inPosition", "inNormal", NULL);


	printError("display 2");
	
	glutSwapBuffers();
}
Beispiel #7
0
void display(void)
{

  // Clear the screen____________________________________


if((cam.x < goalx + 2 && cam.x > goalx - 2) && (cam.z < goalz + 2 && cam.z > goalz - 2))
{
	
	third_person = true;

}
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);



  // Variables
    
  mat4 total, modelView, camMatrix;
  GLfloat t =(GLfloat)glutGet(GLUT_ELAPSED_TIME)/1000; //Scale with constant to make animation slower.
 


  //Read input_____________________________________________
  if (third_person)
    {

	goal_found = true;

      if (glutKeyIsDown('t'))
	{ 
	  third_person = false;  
	}
  
  vec3 pos =  {200, 200, 150};// SetVector(keyx,keyy,keyz);
      //Mouse control_____________________________________________
      //fmin and fmax doesn't really make sense but looks good. 
      GLfloat mousexlocal = 0;
      GLfloat mouseylocal = 0;

      if (mousex < 350 ||  mousex > 250)
	{
	  mousexlocal = 300-mousex;
	}
      else
	{
	  mousexlocal = 0;
	}

      deltaphi = deltaphi + deltaphi*-mousexlocal;
      deltaphi = fmin(0.0001,deltaphi);
      deltaphi = fmax(deltaphi,2 * PI - 0.0001);
      forward = MultVec3(Ry(deltaphi*-mousexlocal), forward);

      vec3 crossvec = CrossProduct(forward,up);

      if (mousey < 350 || mousey > 250)
	{
	  mouseylocal = 300-mousey;
	}  
      else
	{
	  mouseylocal = 0;
	}

      deltatheta = deltatheta + deltatheta* -mouseylocal;
      deltatheta = fmin(0.0001,deltatheta);
      deltatheta = fmax(deltatheta,2*PI - 0.0001);
      forward = MultVec3( ArbRotate(crossvec,deltatheta*-mouseylocal), forward);

      //Create camera matrix_____________________________________________
      camMatrix = lookAtv(pos,VectorAdd(forward,pos),up);
    }




// FIRST PERSON VIEW --------------------------------------------------------
  else
    {
      
      vec3 moveVec;
      
      if (glutKeyIsDown('w')) // forwards, obviously
	{
	  vec3 oldcam = cam; //Save old position to check if its legal.
	  moveVec = ScalarMult(VectorSub(cam, SetVector(lookAtPoint.x, cam.y, lookAtPoint.z)), 0.1); // VectorSub makes a vector in the direction we're looking.
	  cam = VectorSub(cam, moveVec); // The new camera position is the old camera position + the move vector
	  cam.y = getHeight(&ttex,cam.x, cam.z)+2; // Get the correct height from the new position  
	  GLfloat maze_height = getHeight(&ttexm, cam.x, cam.z); // Get the height of the maze at the new (possible) camera position
	  GLfloat ground_height = getHeight(&ttex, cam.x, cam.z); // Get the height of the ground at the new (possible) camera position


	  //Check if the new position is legal
	    if ((ground_height - maze_height) < ground_height) // If 0, shouldn't move ever: OK!
						   // When does it start to move??
	      {
		printf("woot");
		cam = oldcam;
	      }
	}
       else if (glutKeyIsDown('t'))
	 {
	   third_person = true;
	 }

       GLfloat mousexlocal = 0;
      GLfloat mouseylocal = 0;

      if (mousex < 350 ||  mousex > 250)
	{
	  mousexlocal = 300-mousex;
	}
      else
	{
	  mousexlocal = 0;
	}

      deltaphi = deltaphi + deltaphi*-mousexlocal;
      deltaphi = fmin(0.0001,deltaphi);
      deltaphi = fmax(deltaphi,2 * PI - 0.0001);
      forward = MultVec3(Ry(deltaphi*-mousexlocal), forward);

      vec3 crossvec = CrossProduct(forward,up);

      if (mousey < 350 || mousey > 250)
	{
	  mouseylocal = 300-mousey;
	}  
      else
	{
	  mouseylocal = 0;
	}

      deltatheta = deltatheta + deltatheta* -mouseylocal;
      deltatheta = fmin(0.0001,deltatheta);
      deltatheta = fmax(deltatheta,2*PI - 0.0001);
      forward = MultVec3( ArbRotate(crossvec,deltatheta*-mouseylocal), forward);
      lookAtPoint = VectorAdd(forward,cam);
      //Create camera matrix_____________________________________________
      camMatrix = lookAtv(cam,lookAtPoint,up);

    }

  
  // --------------------------------------------------------//
  // SKYBOX
  // --------------------------------------------------------//

	glDisable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);

	glUseProgram(programSky);
	glActiveTexture(GL_TEXTURE2);
	//glBindTexture(GL_TEXTURE_2D, tex2);
	trans = T(0.0, 0.0, 0.0);

       	rot = Rx(0);
	total = Mult(trans, rot);
       	glUniformMatrix4fv(glGetUniformLocation(programSky, "mdlMatrix"), 1, GL_TRUE, total.m);

	lookSky = camMatrix;

	lookSky.m[3] = 0;
	lookSky.m[7] = 0;
	lookSky.m[11] = 0;

	glUniformMatrix4fv(glGetUniformLocation(programSky, "lookMatrix"), 1, GL_TRUE, lookSky.m);
	glUniformMatrix4fv(glGetUniformLocation(programSky, "projectionMatrix"), 1, GL_TRUE, projectionMatrix.m);

	glUniform1i(glGetUniformLocation(programSky, "texUnit2"), 2); // Texture unit 2
	DrawModel(skybox, programSky, "in_Position", NULL, "inTexCoord");


	glUseProgram(program);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);

	//------------------------------------------------------//
	//------------------------------------------------------//



 
  modelView = IdentityMatrix();
  total = Mult(camMatrix, modelView);

  glActiveTexture(GL_TEXTURE1);
  glUseProgram(program);
  glUniformMatrix4fv(glGetUniformLocation(program, "mdlMatrix"), 1, GL_TRUE, total.m);
  glBindTexture(GL_TEXTURE_2D, tex2);		// Bind Our Texture tex1
  DrawModel(tm, program,"inPosition", "inNormal", "inTexCoord");

  glUseProgram(program);
  glUniformMatrix4fv(glGetUniformLocation(program, "mdlMatrix"), 0, GL_TRUE, total.m);
  glBindTexture(GL_TEXTURE_2D, tex1);		// Bind Our Texture tex1
  DrawModel(mm, program,"inPosition", "inNormal", "inTexCoord");

  GLfloat y = getHeight(&ttexm, 200, 147);
  mat4 trans = T(goalx, 2, goalz);
  mat4 scale = S(1, 1, 1);
 total = Mult(total, trans);
 total = Mult(total, scale);

 
 if (goal_found)
{
	char* string = "GOOD JOB!! You won :D";
	sfDrawString(100, 100, string);
	//while(true){};
}



  glUniformMatrix4fv(glGetUniformLocation(program, "mdlMatrix"), 1, GL_TRUE, total.m);
  glBindTexture(GL_TEXTURE_2D, tex3);		// Bind Our Texture tex1


  DrawModel(goal, program,"inPosition", "inNormal", "inTexCoord");


  



  printError("display 2");
	
  glutSwapBuffers();
  printf("x %f\n", cam.x);
  printf("y %f\n", cam.y);
  printf("z %f\n", cam.z);
  
  /* if ( (cam.x < 95) && (cam.x > 85) && */
  /*      (cam.z < 85) && (cam.z > 75)) */

  
}
Beispiel #8
0
///////////////////////////////////////////////////////
//		D E F O R M  C Y L I N D E R 
//
// Desc:	deformera cylinder meshen enligt skelettet
void DeformCylinder()
{
  //vec3 v[kMaxBones];

  //float w[kMaxBones];
  int row, corner, bonesnum, bonesnum2;
  //bonesnum = 0;

  // för samtliga vertexar 
  for (row = 0; row < kMaxRow; row++)
  {
    for (corner = 0; corner < kMaxCorners; corner++)
    {
      // ---------=========  UPG 4 ===========---------
      // TODO: skinna meshen mot alla benen.
      //
      // data som du kan använda:
      // g_bonesRes[].rot //Rotation på benen
      // g_bones[].pos //Benens position
      // g_boneWeights //g_boneWeights[kMaxRow][kMaxCorners][kMaxBones]
      // g_vertsOrg //Originalet
      // g_vertsRes //Det som ska skickas

    	//g_vertsRes[row][corner] = g_vertsOrg[row][corner];
    	vec3 sum = SetVector(0.0, 0.0, 0.0);

    	for(bonesnum = 0; bonesnum < kMaxBones; bonesnum++)
    	{
    		//Beräknar T för Org och Res
    		mat4 currOrgT = T(g_bones[bonesnum].pos.x, g_bones[bonesnum].pos.y, g_bones[bonesnum].pos.z);
    		mat4 currResT = T(g_bonesRes[bonesnum].pos.x, g_bonesRes[bonesnum].pos.y, g_bonesRes[bonesnum].pos.z);
    		
    		//Beräknar M för Org och Res, och även inverterad M
    		mat4 currOrgM = Mult(currOrgT, g_bones[bonesnum].rot);
    		mat4 currResM = Mult(currResT, g_bonesRes[bonesnum].rot);
			mat4 currInvM = InvertMat4(currOrgM);

			mat4 sumOrgM = currOrgM;
			mat4 sumResM = currResM;
			mat4 sumInvM = currInvM;

    		for(bonesnum2 = bonesnum - 1; bonesnum2 >= 0; bonesnum2--)
    		{
    			//Beräknar T för Org och Res för ben innan bonesnum
    			mat4 preOrgT = T(g_bones[bonesnum2].pos.x, g_bones[bonesnum2].pos.y, g_bones[bonesnum2].pos.z);
    			mat4 preResT = T(g_bonesRes[bonesnum2].pos.x, g_bonesRes[bonesnum2].pos.y, g_bonesRes[bonesnum2].pos.z);
				
				//Beräknar M för Org och Res, och även inverterad M för ben innan bonesnum
				mat4 preOrgM = Mult(preOrgT, g_bones[bonesnum2].rot);
    			mat4 preResM = Mult(preResT, g_bonesRes[bonesnum2].rot);
    			mat4 preInvM = InvertMat4(preOrgM);

    			//Summerar
    			sumOrgM = Mult(sumOrgM, preOrgM);
    			sumResM = Mult(sumResM, preResM);
    			sumInvM = Mult(preInvM, sumInvM);
    		}
    		vec3 resV = MultVec3(sumOrgM, g_vertsOrg[row][corner]);

    		mat4 temp1 = Mult(sumResM, sumInvM);
    		vec3 temp2 = MultVec3(temp1, resV);
    		temp2 = ScalarMult(temp2, g_boneWeights[row][corner][bonesnum]);

    		sum = VectorAdd(sum, temp2);
    	}
    	g_vertsRes[row][corner] = sum;
    }
  }
}
Beispiel #9
0
void display(void)
{
  //Read input_____________________________________________
   GLfloat t =(GLfloat)glutGet(GLUT_ELAPSED_TIME)/1000; //Scale with constant to make animation slower.


if (glutKeyIsDown('w'))
    { 
      keyz = keyz +1;
    }
  else if (glutKeyIsDown('s'))
    { 
      keyz = keyz -1;
    }
  else if (glutKeyIsDown('a'))
    { 
      keyx = keyx +1;
    }
  else if (glutKeyIsDown('d'))
    { 
      keyx = keyx -1;
    }
  else if (glutKeyIsDown('e'))
    { 
      keyy = keyy +1;
    }
  else if (glutKeyIsDown('q'))
    { 
      keyy = keyy -1;
    }
  else if (glutKeyIsDown('r'))
    { 
      exit(0);
    }
  // Clear the screen____________________________________
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
  mat4 total, modelView, camMatrix;
	
  printError("pre display");

  vec3 pos = SetVector(keyx,keyy,keyz);
  vec3 up = SetVector(0,1,0);

  //Mouse control_____________________________________________
  //fmin and fmax doesn't really make sense but looks good. 
  GLfloat mousexlocal = 0;
  GLfloat mouseylocal = 0;

  if (mousex < 350 ||  mousex > 250)
    {
      mousexlocal = 300-mousex;
    }
  else
    {
      mousexlocal = 0;
    }

  deltaphi = deltaphi + deltaphi*-mousexlocal;
  deltaphi = fmin(0.0001,deltaphi);
  deltaphi = fmax(deltaphi,2 * PI - 0.0001);
  forward = MultVec3(Ry(deltaphi*-mousexlocal), forward);

  vec3 crossvec = CrossProduct(forward,up);

  if (mousey < 350 || mousey > 250)
    {
      mouseylocal = 300-mousey;
    }  
  else
    {
      mouseylocal = 0;
    }

  deltatheta = deltatheta + deltatheta* -mouseylocal;
  deltatheta = fmin(0.0001,deltatheta);
  deltatheta = fmax(deltatheta,2*PI - 0.0001);
  forward = MultVec3( ArbRotate(crossvec,deltatheta*-mouseylocal), forward);

  //Create camera matrix_____________________________________________
  

  GLfloat x = cos(t)*5 + 35;//Mult(Ry(2*5),x);
  GLfloat z = sin(t)*5 + 75;//Mult(Ry
  //GLfloat z = 65;
  GLfloat y = getHeight(&ttex,x,z) + 0.8;
  
  //  pos.y = pos.yy;

  camMatrix = lookAtv(pos,VectorAdd(forward,pos),up);

  modelView = IdentityMatrix();
  total = Mult(camMatrix, modelView);

  glUseProgram(program);
  glUniformMatrix4fv(glGetUniformLocation(program, "mdlMatrix"), 1, GL_TRUE, total.m);
  glBindTexture(GL_TEXTURE_2D, tex1);		// Bind Our Texture tex1
  DrawModel(tm, program,"inPosition", "inNormal", "inTexCoord");


  //total = Mult(Ry(2*t),T(10,0,0));
  total = T(x,y,z);
  total = Mult(camMatrix,total);

  glUniformMatrix4fv(glGetUniformLocation(program, "mdlMatrix"), 1, GL_TRUE, total.m);
  glBindTexture(GL_TEXTURE_2D, tex2);		// Bind Our Texture tex1
  DrawModel(bunny, program, "inPosition", "inNormal", "inTexCoord");

  printError("display 2");
	
  glutSwapBuffers();
}