void init(void) { gltbInit(GLUT_LEFT_BUTTON); /* read in the model */ model = glmReadOBJ(model_file); scale = glmUnitize(model); glmFacetNormals(model); glmVertexNormals(model, smoothing_angle); if (model->nummaterials > 0) material_mode = 2; /* create new display lists */ lists(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); }
void init(void) { renderShaderID = loadShaders("shaders/vShader.c", "shaders/fShader.c"); shadowShaderID = loadShaders("shaders/shadowVShader.c", "shaders/shadowFShader.c"); //initShadowMap(); gltbInit(GLUT_LEFT_BUTTON); /* read in the model */ model = glmReadOBJ(model_file); scale = glmUnitize(model); glmFacetNormals(model); glmVertexNormals(model, smoothing_angle); if (model->nummaterials > 0) material_mode = 2; /* create new display lists */ lists(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); //glEnable(GL_DEPTH_TEST); //glEnable(GL_CULL_FACE); }
void init(void) { gltbInit(GLUT_LEFT_BUTTON); /* read in the model */ model = glmReadOBJ(model_file); scale = glmUnitize(model); glmFacetNormals(model); glmVertexNormals(model, smoothing_angle); if (model->nummaterials > 0) material_mode = 2; /* create new display lists */ lists(); /* GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 }; glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); //glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); */ GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = { 50.0 }; GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 }; glClearColor (0.0, 0.0, 0.0, 0.0); glShadeModel (GL_SMOOTH); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); }