MyScene::MyScene(Window& window) : Scene(window)
{
	if (init == true)	{}
		init = InitialiseGL();

	UpdateWorldMatrices(m_RootGameObject, Matrix4());

	GOM = new GameObjectMag();	//initialize the GOM

	PhysicsEngine::Instance()->SetUpdateTimestep(1.0f / 60.0f);		//60 Updates per second
}
Example #2
0
MyScene::MyScene(Window& window) : Scene(window)
{
	if (init == true)
		init = InitialiseGL();

	UpdateWorldMatrices(m_RootGameObject, Matrix4());


	//PhysicsEngine::Instance()->SetUpdateTimestep(1.0f / 1.0f);	//1 Update per second

	//PhysicsEngine::Instance()->SetUpdateTimestep(1.0f / 5.0f);	//5 Updates per second

	PhysicsEngine::Instance()->SetUpdateTimestep(1.0f / 60.0f);		//60 Updates per second
}
Example #3
0
void Init(){
   InitialiseGL(SCREEN_WIDTH, SCREEN_HEIGHT);
  // CreateTexture(gl_Texture,"Earth2.bmp",0);

   //lighting  r,b,g,alpha (alpha is for blending)
   glClearColor(1.,1.,1.,1.); //background colour white
//   glClearColor(0.,0.,0.,1.); //background colour black

     std::cout << " Max Number of Lights=" << GL_MAX_LIGHTS << endl;

     //To specifiy a light we need to name them as follows
     // from GL_LIGHT0, GL_LIGHT1,GL_LIGHT2,... GL_LIGHTN.

     /* Second Argument can be
       GL_AMBIENT, GL_DIFFUSE,GL_SPECULAR,GL_POSITION,
    GL_SPOT_CUTTOFF, GL_SPOT_DIRECTION, GL_SPOT_EXPONENT,
    GL_CONSTANT_ATTENIATION, GL_LINEAR_ATTENUATION,
    GL_QUADRATIC_ATTENUATION   */
    //
    //colour of the ambient and diffuse light
     float ambient[4]={0.7, 0.7, 0.7, 0.2}; // light from all over
     float diffuse[4]={1.0, 1.0, 1.0, 1.0}; // light component reflecting diffusely
     float specular[4]={1.0, 1.0, 1.0, 1.0}; //light reflecting specularly

     glLightfv(GL_LIGHT0,GL_AMBIENT, ambient);
     glLightfv(GL_LIGHT0,GL_DIFFUSE, diffuse);
     glLightfv(GL_LIGHT0,GL_SPECULAR, specular);

     float gLightPosition[4]={-1000.,-1000.,-1000.,0.0};
  //   float gLightPosition[4]={10000.,0.,0., 1.0};
     //The last number  tells OpenGL that it's
     // a light position if it is non zero. 
     // The first three numbers are the coordinates. If this last entry is zero
     // OpenGL will treat it as a direction, and will work out
     // direction cosines from the first three numbers. 

     glLightfv(GL_LIGHT0,GL_POSITION,gLightPosition);

     glEnable( GL_LIGHT0 );

     glEnable( GL_LIGHTING);

      QuadSphere=gluNewQuadric();

}