static void pinit(providencestruct *mp) { glClearDepth(1.0); mp->currenttime = 0.0; init_particles(mp); make_brick(mp); build_eye(mp); /* build pyramid list */ mp->pyramidlist = glGenLists(1); glNewList(mp->pyramidlist, GL_COMPILE); draw_seal(mp); glEndList(); }
static void pinit(providencestruct *mp) { glClearDepth(1.0); glClearColor(0.0, 0.0, 0.0, 1.0); /* setup twoside lighting */ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient2); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_POSITION, mp->position0); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); mp->currenttime = 0.0; init_particles(mp); make_brick(mp); build_eye(mp); glEnable(GL_NORMALIZE); glFrontFace(GL_CCW); /* glDisable(GL_CULL_FACE); */ glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); /* build pyramid list */ mp->pyramidlist = glGenLists(1); glNewList(mp->pyramidlist, GL_COMPILE); draw_seal(mp); glEndList(); }