void init() { glShadeModel(GL_SMOOTH); glEnable(GL_LINE_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); glClearColor(0.0, 0.0, 0.0, 0.5); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); w.cam->SetPosition(0.0, 0, -70, 0, 0, 0, 0, 1, 0); buildLists(); buildBeams(); buildFog(); Cube jackpot; jackpot.SetBuffers(1, 1, 1); jackpot.SetPos(0, -1, 80); jackpots.push_back(jackpot); }
void buildBeams() { //5 right, offset by 10 for (int i = 0; i <= 1; i++) { Cube beam; beam.SetPos(-14, -1.0, -60 + (i * 25)); beamsRight.push_back(beam); } Cube beam; beam.SetPos(-14, -1.0, 0.0); beamsRight.push_back(beam); for (int i = 3; i <= 4; i++) { Cube beam; beam.SetPos(-14, -1.0, -40 + (i * 25)); beamsRight.push_back(beam); } //4 left for (int i = 0; i <= 1; i++) { Cube beam; beam.SetPos(14, -1.0, -50 + (i * 25)); beamsLeft.push_back(beam); } for (int i = 3; i <= 4; i++) { Cube beam; beam.SetPos(14, -1.0, -50 + (i * 25)); beamsLeft.push_back(beam); } }