int main() { txCreateWindow (800, 600); DrawFrame(); DrawEarth(); DrawHello(); DrawMan(); DrawFlag(); txTextCursor (false); return 0; }
// Called to draw scene void RenderScene(void) { static GLfloat yRot = 0.0f; // Rotation angle for animation yRot += 0.5f; // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); gltApplyCameraTransform(&frameCamera); glTranslatef(0.0f, 1.4f, -2.5f); //view initial position glScalef(4.0f,4.0f,4.0f); //enlarge glLightfv(GL_LIGHT0,GL_POSITION,fLightPos); DrawSky(tex.get_texture(SKY_TEXTURE)); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, tex.get_texture(GROUND_TEXTURE)); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glColor3f(0.9f,0.9f,0.9f); gmm.DrawGround(); /* glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPushMatrix(); glMultMatrixf(mShadowMatrix); gmm.DrawGym(1); glPopMatrix(); glDisable(GL_BLEND); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); */ gmm.DrawGym(0); DrawEarth(tex.get_texture(EARTH_TEXTURE)); //debug show /* glPushMatrix(); glTranslatef(fLightPos[0],fLightPos[1], fLightPos[2]); glColor3ub(240,240,0); glutSolidSphere(0.6f,10,10); glPopMatrix(); */ glPopMatrix(); glutSwapBuffers(); glutPostRedisplay(); }