void WorldWizApp::draw() { glClearColor(0.0, 0.0, 0.0, 0.0); glClearAccum(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective (23.0, screenAspect, 0.5, 50); //Vec3f cpos = Vec3f(cos(orbitDegrees)*12.0f ,0.0f,sin(orbitDegrees)*12.0f); //gluLookAt(cpos.x,cpos.y,cpos.z, 0,0,0, 0,1,0); // cpos.x = 0; // cpos.y = 0; // cpos.z = 0; gluLookAt(0,0,0, -1,0,0, 0,1,0); // world.globeShader.uniform("CAMERA_POSITION",cpos); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glPushMatrix(); glLoadIdentity(); GLfloat light_position[] = { -10.0, 4.0, 0.0, 1.0 }; glLightfv(GL_LIGHT0, GL_POSITION, light_position); GLfloat lm_ambient[] = { 0.5, 0.5, 0.5, 1.0 }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glPopMatrix(); glTranslatef( -15., 0, 0 ); orbitDegrees += 0.3f; glRotatef(orbitDegrees, 0.f, 1.f, 0.5f); glEnable(GL_DEPTH_TEST); glEnable(GL_LINE_SMOOTH); glEnable(GL_POINT_SMOOTH); //glEnable(GL_POLYGON_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_MULTISAMPLE); glShadeModel(GL_FLAT);//glShadeModel(GL_SMOOTH); glLineWidth(1.5); world.render(); testTrajectory.render(&world); glPopMatrix(); }