void init_opengl() { glClearStencil(128); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_NORMALIZE); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); GLfloat ambient[] = {0.5, 0.5, 0.5, 1}; glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.1); face.new_list(GL_COMPILE); draw_mesh(20, 40); face.end_list(); wall.bind(); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); GLfloat * tex = new GLfloat[32*32]; { for(int i=0; i < 32; i++) { for(int j=0; j < 32; j++) { if(i>>4 ^ j>>4) tex[i+j*32] = 1; else tex[i+j*32] = .9; } } }
void init_opengl() { glClearStencil(128); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_NORMALIZE); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); GLfloat ambient[] = {0.5, 0.5, 0.5, 1}; glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.1); face.new_list(GL_COMPILE); face.end_list(); }