void onDisplay( ) { glClearColor(0.6f, 0.6f, 1.0f, 1.0f); // torlesi szin beallitasa glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // kepernyo torles glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, (float)screenWidth / (float)screenHeight, 1.0, 200.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(heliPos.x,heliPos.y+8,heliPos.z+16, heliPos.x,heliPos.y,heliPos.z, 0,1,-0.5); float ambientColor[] = {0.5f, 0.5f, 0.5f, 1.0f}; float lightColor0[] = {1.0f, 1.0f, 1.0f, 1.0f}; float lightPos0[] = {0.0f, 20.0f, 20.0f, 0.0f}; glLightfv(GL_LIGHT0, GL_AMBIENT, ambientColor); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0); glLightfv(GL_LIGHT0, GL_SPECULAR, lightColor0); glLightfv(GL_LIGHT0, GL_POSITION, lightPos0); drawLand(); glPushMatrix(); glTranslatef(0.0f,-10.0f,-40.0f); drawBuilding(2.0f); glPopMatrix(); glPushMatrix(); glTranslatef(10.0f,-10.0f,-40.0f); drawBuilding(2.0f); glPopMatrix(); glPushMatrix(); glTranslatef(-5.0f,-10.0f,-60.0f); drawBuilding(2.0f); glPopMatrix(); glPushMatrix(); glTranslatef(10.0f,-10.0f,-60.0f); drawBuilding(2.0f); glPopMatrix(); glPushMatrix(); glTranslatef(10.0f,-10.0f,-25.0f); drawBuilding(2.0f); glPopMatrix(); glPushMatrix(); glTranslatef(-10.0f,-10.0f,-25.0f); drawBuilding(2.0f); glPopMatrix(); drawQuaternion(); drawHelicopter(); glutSwapBuffers(); // Buffercsere: rajzolas vege }
void display(void) { //mydisplay(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); camera(); glRotatef(-angleZ, 0.0f, 0.0f, 1.0f); glRotatef(-angleY, 1.0f, 0.0f, 0.0f); glRotatef(-_angleX, 0.0f, 1.0f, 0.0f); glTranslatef(McamX, 0, McamY); initilizeTexture(image1); drawTerrain(); //Write your code here initilizeTexture(image2); drawLand(); initilizeTexture(image3); drawWorld(); glutSwapBuffers(); }