// Initialize Hamur World bool HamurWorld::Init() { InitializePhysics(); HAMURLOG->WriteInitLog("HamurWorld"); return true; }
void BulletOpenGLApplication::Initialize() { // this function is called inside glutmain() after // creating the window, but before handing control // to FreeGLUT // create some floats for our ambient, diffuse, specular and position GLfloat ambient[] = { 0.2f, 0.2f, 0.2f, 1.0f }; // dark grey GLfloat diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; // white GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; // white GLfloat position[] = { 5.0f, 10.0f, 1.0f, 0.0f }; // set the ambient, diffuse, specular and position for LIGHT0 glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, specular); glLightfv(GL_LIGHT0, GL_POSITION, position); glEnable(GL_LIGHTING); // enables lighting glEnable(GL_LIGHT0); // enables the 0th light glEnable(GL_COLOR_MATERIAL); // colors materials when lighting is enabled // enable specular lighting via materials glMaterialfv(GL_FRONT, GL_SPECULAR, specular); glMateriali(GL_FRONT, GL_SHININESS, 15); // enable smooth shading glShadeModel(GL_SMOOTH); // enable depth testing to be 'less than' glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // set the backbuffer clearing color to a lightish blue glClearColor(0.6, 0.65, 0.85, 0); // initialize the physics system InitializePhysics(); // create the debug drawer m_pDebugDrawer = new DebugDrawer(); // set the initial debug level to 0 m_pDebugDrawer->setDebugMode(0); // add the debug drawer to the world m_pWorld->setDebugDrawer(m_pDebugDrawer); }