void display (void) { glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glShadeModel (GL_SMOOTH); //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); // WIREFRAME displayFog(); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glMatrixMode (GL_MODELVIEW); glLoadIdentity(); camera.update(); glDisable(GL_CULL_FACE); skybox.display(); glEnable(GL_CULL_FACE); table.display(); drawShadows(); mainGear.display(); powerGear.display(); smallMiddleGear.display(); bigPowerGear.display(); sideGear.display(); sidePole.display(); powerPole.display(); powerPole2.display(); powerPole3.display(); powerPole4.display(); sun.display(); baseBox.display(); coverBox.display(); coverBox2.display(); coverBox3.display(); coverBox4.display(); moonCylinder.display(); drawPlanets(); neptunePole.display(); uranusPole.display(); saturnPole.display(); jupiterPole.display(); marsPole.display(); earthPole.display(); venusPole.display(); mercuryPole.display(); saturnRingPole.display(); glutSwapBuffers(); }
void display(void) { planet.display(); upPole.display(); outPole.display(); }