int InitGL(GLvoid) // All Setup For OpenGL Goes Here { lastframetime = currentTime(); glEnable(GL_TEXTURE_2D); // Enable texture mapping glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set the blending function for translucency glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup GLfloat lightPos[] = { 0.0f, 0.0, 50.0, 0.0 }; GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };// GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };// GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };// glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);// glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);// glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);// glLightfv(GL_LIGHT0, GL_POSITION, lightPos); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations LogoNode *logo = new LogoNode; sceneroot.Add(logo); sceneroot.Init(); return TRUE; // Initialization Went OK }