void Window::load() { // Generate light source: Matrix4 temp; temp.identity(); setMatrix(temp); glEnable(GL_LIGHTING); camera.set(e, d, up); object.move(0, 1, 0); cameraObject.set(initial.get(0),initial.get(1),initial.get(2)); bCurve.setPoints(initial, Vector4(-2, 8, -4, 0), Vector4(2, 8, 4, 0), endV); for (int i = 0; i < 100; i++) { points[i] = bCurve.evalBCurve((double)i / 100); } belzCamera.set(points[0], belzD, belzUp); loadTextures(); loadCharacter(); Vector4 points[49]; for (int i = 0; i < 7; i++) { for (int j = 0; j < 7; j++) { int k = i * 7 + j; points[k] = Vector4((double)i*2 - 6, (double)10, (double)j*2 - 6, 0); } } plane.definePoints(points); }