Example #1
0
void display()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	// clear the screen - any drawing before here will not display

	glLoadIdentity();
	// set up the camera here
    camera.setCamera();

	// camera is set up - any drawing before here will display incorrectly
    
    // Draw Skybox
    glPushMatrix();
        glTranslatef(camera.getPosition().x,
                     camera.getPosition().y,
                     camera.getPosition().z);
        glDepthMask(GL_FALSE);
        skybox.draw();
        glDepthMask(GL_TRUE);
    glPopMatrix();

    // Draw Saturn
    glPushMatrix();
        glTranslatef(saturnInfo.x, 0.f, saturnInfo.z);
        glScalef(saturnInfo.radius, saturnInfo.radius, saturnInfo.radius);
        saturn.draw();
    glPopMatrix();
    
    // Draw Moons
    for (int i = 0; i < 10; i++)
    {
        glPushMatrix();
            glTranslatef(moonInfo[i].x, 0.f, moonInfo[i].z);
            glScalef(moonInfo[i].radius, moonInfo[i].radius, moonInfo[i].radius);
            moons[i].draw();
        glPopMatrix();
    }
    
    // Draw rings
    glPushMatrix();
        glTranslatef(ringInfo.x, 0.f, ringInfo.z);
        glScalef(ringInfo.radius, ringInfo.radius, ringInfo.radius);
        ring.draw();
    glPopMatrix();
    
	// send the current image to the screen - any drawing after here will not display
	glutSwapBuffers();
}
Example #2
0
void display()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	// clear the screen - any drawing before here will not display

	glLoadIdentity();
	// set up the camera here
    camera.setCamera();

    // Draw the world
    world.drawSkybox(camera);
    world.drawSaturn();
    world.drawMoons();
    world.drawRings(camera);
    
	// send the current image to the screen - any drawing after here will not display
	glutSwapBuffers();
}
Example #3
0
void display()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	// clear the screen - any drawing before here will not display

	glLoadIdentity();
	// set up the camera here
    camera.setCamera();

	// camera is set up - any drawing before here will display incorrectly

	drawOrientationCube();
	glColor3f(0.75f, 0.75f, 0.75f);
	glutSolidSphere(0.5, 20, 15);

	// send the current image to the screen - any drawing after here will not display
	glutSwapBuffers();
}