Example #1
0
File: app.c Project: dscape/isdgl
void initializeGL() {
	GLfloat lightENV[4]={0.2,0.2,0.2,1.0}; 
	GLfloat lightDIF[4]={0.7,0.7,0.7,1.0};
	GLfloat lightESP[4]={1.0, 1.0, 1.0, 1.0}; 
	GLfloat lightPOS[4]={85.0, 20.0, 90.0, 1.0};

	GLfloat spectrum[4]={1.0,1.0,1.0,1.0}; 
	GLint spectrumMAT = 60;

	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	
	glShadeModel(GL_SMOOTH);

	glMaterialfv(GL_FRONT,GL_SPECULAR, spectrum);
	glMateriali(GL_FRONT,GL_SHININESS,spectrumMAT);
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightENV);

	glLightfv(GL_LIGHT0, GL_AMBIENT, lightENV); 
	glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDIF );
	glLightfv(GL_LIGHT0, GL_SPECULAR, lightESP );
	glLightfv(GL_LIGHT0, GL_POSITION, lightPOS );

	glEnable(GL_COLOR_MATERIAL);
	glEnable(GL_LIGHTING);  
	glEnable(GL_LIGHT0);
	glEnable(GL_DEPTH_TEST);

	glEnable(GL_BLEND);

	glEnable(GL_DEPTH_TEST);
	pointDisplayList = createDL();
}
Example #2
0
void initScene() {

	glEnable(GL_DEPTH_TEST);
	// Load or call scenario
	DLid = createDL();
	initlights();
}
Example #3
0
wheel::wheel(float bdlen) {
	initTexture();
	glGenTextures(1, texName);
	wheeltex = texName[0]; 
	bodylen = bdlen;
	wheelrad = 0.5f,wheelwidth = 0.2f,axlerad = 0.2f,axlewidth = 0.3;
	wheels = createDL();
}
Example #4
0
box::box(float size1, float size2, float rx, float x, float y, float z){
	this->size1 = size1;
	this->size2 = size2;
	this->rx = rx;
	this->x= x;
	this->y= y;
	this->z= z;
	createDL();

}
void initScene() {
	int i, j , k;
	snowman_dl = createDL();
	fall_dl = createFallDL();
	glEnable(GL_DEPTH_TEST);
	for(int i = -3, k = 0; i < 3; i++)
		for(int j=-3; j < 3; j++, k++) {
			boneco[k].live = true;
			boneco[k].x = i*10;
			boneco[k].z = j*10;
			boneco[k].dl = snowman_dl;

		}
}
void initScene() {

	glEnable(GL_DEPTH_TEST);
	snowman_display_list = createDL();

}