void InitGL() { // Setting Camera Moving Sensitivity.. hCamera.SetMouseSensitivity(0.1f, 0.02f, 0.1f); // Generating bottom plate... GLfloat gray[4] = {0.5f, 0.5f, 0.5f, 1.0f}; GLfloat black[4] = {0.0f, 0.0f, 0.0f, 1.0f}; btmPlate = hCamera.makeBottomPlate(gray, black, 80.0f, 80.0f, 10.0f, 0.0f); // Generate an axis g_glLtAxis = GenerateAxis(5.0f); }
//=================== void Initialize() //=================== { /*if (glewInit() != GLEW_OK) { printf("GLEW initialization failed\n"); return; }*/ GLfloat ambientLight[4] = {0.2f, 0.2f, 0.2f, 1.0f}; GLfloat diffuseLight[4] = {0.9f, 0.9f, 0.9f, 1.0f}; GLfloat diffuseLight1[4] = {0.2f, 0.2f, 0.2f, 1.0f}; GLfloat specularLight[4] = {0.8f, 0.8f, 0.8f, 1.0f}; GLfloat lightPosition[4] = {30.0f, 30.0f, 30.0f, 0.0f}; GLfloat lightPosition1[4] = {-30.0f, 30.0f, -30.0f, 0.0f}; glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); glEnable(GL_LIGHTING); glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight); //glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight1); glLightfv(GL_LIGHT1, GL_POSITION, lightPosition1); glEnable(GL_LIGHT1); // Setting Camera Moving Sensitivity.. hCamera.SetMouseSensitivity(0.05f, 0.3f, 0.3f); // Generating bottom plate... btmPlate = hCamera.makeBottomPlate(gray, black, 200.0f, 200.0f, 10.0f, 0.0f); // Generate an axis g_glLtAxis = GenerateAxis(5.0f); // Create a rigidbody simulation g_BulletSim.Create(); }