void initializeGL() { GLfloat lightENV[4]={0.2,0.2,0.2,1.0}; GLfloat lightDIF[4]={0.7,0.7,0.7,1.0}; GLfloat lightESP[4]={1.0, 1.0, 1.0, 1.0}; GLfloat lightPOS[4]={85.0, 20.0, 90.0, 1.0}; GLfloat spectrum[4]={1.0,1.0,1.0,1.0}; GLint spectrumMAT = 60; glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glShadeModel(GL_SMOOTH); glMaterialfv(GL_FRONT,GL_SPECULAR, spectrum); glMateriali(GL_FRONT,GL_SHININESS,spectrumMAT); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightENV); glLightfv(GL_LIGHT0, GL_AMBIENT, lightENV); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDIF ); glLightfv(GL_LIGHT0, GL_SPECULAR, lightESP ); glLightfv(GL_LIGHT0, GL_POSITION, lightPOS ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); pointDisplayList = createDL(); }
void initScene() { glEnable(GL_DEPTH_TEST); // Load or call scenario DLid = createDL(); initlights(); }
wheel::wheel(float bdlen) { initTexture(); glGenTextures(1, texName); wheeltex = texName[0]; bodylen = bdlen; wheelrad = 0.5f,wheelwidth = 0.2f,axlerad = 0.2f,axlewidth = 0.3; wheels = createDL(); }
box::box(float size1, float size2, float rx, float x, float y, float z){ this->size1 = size1; this->size2 = size2; this->rx = rx; this->x= x; this->y= y; this->z= z; createDL(); }
void initScene() { int i, j , k; snowman_dl = createDL(); fall_dl = createFallDL(); glEnable(GL_DEPTH_TEST); for(int i = -3, k = 0; i < 3; i++) for(int j=-3; j < 3; j++, k++) { boneco[k].live = true; boneco[k].x = i*10; boneco[k].z = j*10; boneco[k].dl = snowman_dl; } }
void initScene() { glEnable(GL_DEPTH_TEST); snowman_display_list = createDL(); }