示例#1
0
int buttonPressed(int button)
{
    cont_cond_t controller;

    cont_get_cond(maple_addr(0, 0), &controller);

    return !(controller.buttons & button);
}
示例#2
0
文件: trimark.c 项目: zig/kos-dcplaya
int check_start() {
    uint8 addr;
    cont_cond_t cond;

    addr = maple_first_controller();
    if (cont_get_cond(addr, &cond) < 0)
        return 0;

    return !(cond.buttons & CONT_START);
}
示例#3
0
int main(int argc, char **argv) {
	cont_cond_t cond;
	uint8	c;

	/* Get basic stuff initialized */
        pvr_init(&params);

	printf("nehe02 beginning\n");
	glKosInit();

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(45.0f,640.0f/480.0f,0.1f,100.0f);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	c = maple_first_controller();
	while(1) {
		/* Check key status */
		if (cont_get_cond(c, &cond) < 0) {
			printf("Error reading controller\n");
			break;
		}
		if (!(cond.buttons & CONT_START))
			break;

		/* Begin frame */
		glKosBeginFrame();

		/* Draw the "scene" */
		draw_gl();

		/* Finish the frame */
		glKosFinishFrame();
	}

	return 0;
}
示例#4
0
int main(int argc, char **argv) {
	cont_cond_t cond;
	uint8	c;
	GLboolean yp = GL_FALSE;

	/* Initialize KOS */
        pvr_init(&params);

	printf("nehe09 beginning\n");

	/* Get basic stuff initialized */
	glKosInit();

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(45.0f,640.0f/480.0f,0.1f,100.0f);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	glEnable(GL_TEXTURE_2D);
	glShadeModel(GL_SMOOTH);
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
	glClearDepth(1.0f);
	glBlendFunc(GL_SRC_ALPHA,GL_ONE);
	//glEnable(GL_BLEND);

	for (loop=0; loop<NUM_STARS; loop++)
	{
		star[loop].angle=0.0f;
		star[loop].dist=((float)(loop)/NUM_STARS)*5.0f;
		star[loop].r=rand()%256;
		star[loop].g=rand()%256;
		star[loop].b=rand()%256;
	}

	/* Set up the texture */
	loadtxr("/rd/Star.pcx", &texture[0]);

	c = maple_first_controller();
	while(1) {
		/* Check key status */
		if (cont_get_cond(c, &cond) < 0) {
			printf("Error reading controller\n");
			break;
		}
		if (!(cond.buttons & CONT_START))
			break;
		if (!(cond.buttons & CONT_DPAD_UP))
			tilt -= 0.5f;
		if (!(cond.buttons & CONT_DPAD_DOWN))
			tilt += 0.5f;
		if (!(cond.buttons & CONT_A))
			zoom -= 0.2f;
		if (!(cond.buttons & CONT_B))
			zoom += 0.2f;
		if (!(cond.buttons & CONT_Y) && !yp) {
			yp = GL_TRUE;
			twinkle = !twinkle;
		}
		if (cond.buttons & CONT_Y)
			yp = GL_FALSE;

		/* Begin frame */
		glKosBeginFrame();

		/* Switch to blended polygon list */
		glKosFinishList();

		/* Draw the GL "scene" */
		draw_gl();

		/* Finish the frame */
		glKosFinishFrame();
	}

	return 0;
}
示例#5
0
int main(int argc, char **argv) {
	cont_cond_t cond;
	uint8	c;
	int     trans = 0;
	GLuint	texture1, texture2, texture3;

	/* Initialize KOS */
        pvr_init(&params);

	printf("texenv beginning\n");

	/* Get basic stuff initialized */
	glKosInit();
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glOrtho(0,640,0,480,0,-1);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	glEnable(GL_TEXTURE_2D);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glDepthMask(GL_FALSE);

	/* Set up the textures */
	loadtxr("/rd/checker.pcx", &texture1);
	loadtxr("/rd/crate.pcx", &texture2);
	loadtxr_tga("/rd/kgl.tga", &texture3);

	c = maple_first_controller();
	while(1) {
		/* Check key status */
		if (cont_get_cond(c, &cond) < 0) {
			printf("Error reading controller\n");
			break;
		}
		if (!(cond.buttons & CONT_START))
			break;
		if (!(cond.buttons & CONT_A)) {
			/* This weird logic is to avoid bouncing back
			   and forth before the user lets go of the
			   button. */
			if (!(trans & 0x1000)) {
				if (trans == 0)
					trans = 0x1001;
				else
					trans = 0x1000;
			}
		} else {
			trans &= ~0x1000;
		}

		/* Begin frame */
		glKosBeginFrame();

		glDisable(GL_KOS_AUTO_UV);
		glBindTexture(GL_TEXTURE_2D, texture1);
		glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
		glColor4f(0,0,0,0);
		glBegin(GL_QUADS);
		glTexCoord2f(0,0);
		glVertex3f(0,0,0);
		glTexCoord2f(20,0);
		glVertex3f(640,0,0);
		glTexCoord2f(20,15);
		glVertex3f(640,480,0);
		glTexCoord2f(0,15);
		glVertex3f(0,480,0);
		glEnd();

		if (trans & 1) {
			glKosFinishList();
		}

		/* top row, non-alpha texture */
		glEnable(GL_KOS_AUTO_UV);
		glBindTexture(GL_TEXTURE_2D, texture2);
		glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
		quad(5,250);

		glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		quad(165,250);

		glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_DECAL);
		quad(325,250);

		glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATEALPHA);
		quad(485,250);

		/* bottom row, alpha texture */
		glBindTexture(GL_TEXTURE_2D, texture3);
		glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
		quad(5,50);

		glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		quad(165,50);

		glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_DECAL);
		quad(325,50);

		glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATEALPHA);
		quad(485,50);

		/* Finish the frame */
		glKosFinishFrame();
	}

	return 0;
}
示例#6
0
int main(int argc, char **argv) {
	cont_cond_t cond;
	uint8	c;
	float	r = 0.0f;
	float	dr = 2;
	float	z = -14.0f;
	GLuint	texture;
	GLuint  dummy;
	int	trans = 0;
	pvr_stats_t	stats;

	/* Initialize KOS */

	/* Use this to test other video modes */
	/* vid_init(DM_320x240, PM_RGB565); */

	/* Normal init */
	pvr_init(&params);

	printf("gltest beginning\n");

	/* Get basic stuff initialized */
	glKosInit();
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);
	glMatrixMode(GL_MODELVIEW);
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_KOS_AUTO_UV);

	/* Expect CW verts */
	glFrontFace(GL_CW);

        /* Enable Transparancy */
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	
	/* Load a texture and make to look nice */
	loadtxr("/rd/crate.pcx", &texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_FILTER, GL_FILTER_BILINEAR);
        glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATEALPHA);

	glClearColor(0.3f, 0.4f, 0.5f, 1.0f);

	while(1) {
		/* Check key status */
		c = maple_first_controller();
		if (c) {
			if (cont_get_cond(c, &cond) < 0) {
				printf("Error reading controller\n");
			}
			if (!(cond.buttons & CONT_START))
				break;
			if (!(cond.buttons & CONT_DPAD_UP))
				z -= 0.1f;
			if (!(cond.buttons & CONT_DPAD_DOWN))
				z += 0.1f;
			if (!(cond.buttons & CONT_DPAD_LEFT)) {
				/* If manual rotation is requested, then stop
				   the automated rotation */
				dr = 0.0f;
				r -= 2.0f;
			}
			if (!(cond.buttons & CONT_DPAD_RIGHT)) {
				dr = 0.0f;
				r += 2.0f;
			}
			if (!(cond.buttons & CONT_A)) {
				/* This weird logic is to avoid bouncing back
				   and forth before the user lets go of the
				   button. */
				if (!(trans & 0x1000)) {
					if (trans == 0)
						trans = 0x1001;
					else
						trans = 0x1000;
				}
			} else {
				trans &= ~0x1000;
			}
		}

		r += dr;

		/* Begin frame */
		glKosBeginFrame();

		/* Draw four cubes */
		glLoadIdentity();
		glTranslatef(0.0f, 0.0f, z);
		glRotatef(r, 0.0f, 1.0f, 0.5f);
		glPushMatrix();
		
		glTranslatef(-5.0f, 0.0f, 0.0f);
		cube(r);

		glPopMatrix();
		glPushMatrix();
		glTranslatef(5.0f, 0.0f, 0.0f);
		cube(r);

		/* Potentially do two as translucent */
		if (trans & 1) {
			glKosFinishList();
			glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
			glDisable(GL_CULL_FACE);
		}

		glPopMatrix();
		glPushMatrix();
		glTranslatef(0.0f, 5.0f, 0.0f);
		cube(r);

		glPopMatrix();
		glTranslatef(0.0f, -5.0f, 0.0f);
		cube(r);

		if (trans & 1) {
		        glEnable(GL_CULL_FACE);
		}

		/* Finish the frame */
		glKosFinishFrame();
	}

	pvr_get_stats(&stats);
	printf("VBL Count: %d, last_time: %f, frame rate: %f fps\n",
		stats.vbl_count, stats.frame_last_time, stats.frame_rate);

	return 0;
}
void SDL_SYS_JoystickUpdate(SDL_Joystick *joystick)
{
/*
const	int sdl_buttons[] = {
	CONT_C,
	CONT_B,
	CONT_A,
	CONT_START,
	CONT_Z,
	CONT_Y,
	CONT_X,
	CONT_D
};
*/
const	int sdl_buttons[] = {
	CONT_A,
	CONT_B,
	CONT_X,
	CONT_Y,
	CONT_START,
	CONT_C,
	CONT_D,
	CONT_Z,
};

	uint8 addr;
	cont_cond_t cond,*prev_cond;
	int buttons,prev_buttons,i,changed;

	addr = SYS_Joystick_addr[joystick->index];
	if (cont_get_cond(addr,&cond)<0) return;

	buttons = cond.buttons ^0xffff;
	prev_buttons = joystick->hwdata->prev_buttons;
	changed = buttons^prev_buttons;

	if ((changed)&(CONT_DPAD_UP|CONT_DPAD_DOWN|CONT_DPAD_LEFT|CONT_DPAD_RIGHT)) {
		int hat = SDL_HAT_CENTERED;
		if (buttons&CONT_DPAD_UP) hat|=SDL_HAT_UP;
		if (buttons&CONT_DPAD_DOWN) hat|=SDL_HAT_DOWN;
		if (buttons&CONT_DPAD_LEFT) hat|=SDL_HAT_LEFT;
		if (buttons&CONT_DPAD_RIGHT) hat|=SDL_HAT_RIGHT;
		SDL_PrivateJoystickHat(joystick, 0, hat);
	}
	if ((changed)&(CONT_DPAD2_UP|CONT_DPAD2_DOWN|CONT_DPAD2_LEFT|CONT_DPAD2_RIGHT)) {
		int hat = SDL_HAT_CENTERED;
		if (buttons&CONT_DPAD2_UP) hat|=SDL_HAT_UP;
		if (buttons&CONT_DPAD2_DOWN) hat|=SDL_HAT_DOWN;
		if (buttons&CONT_DPAD2_LEFT) hat|=SDL_HAT_LEFT;
		if (buttons&CONT_DPAD2_RIGHT) hat|=SDL_HAT_RIGHT;
		SDL_PrivateJoystickHat(joystick, 1, hat);
	}

	for(i=0;i<sizeof(sdl_buttons)/sizeof(sdl_buttons[0]);i++) {
		if (changed & sdl_buttons[i]) {
			SDL_PrivateJoystickButton(joystick, i, (buttons & sdl_buttons[i])?SDL_PRESSED:SDL_RELEASED);
		}
	}

	prev_cond = &joystick->hwdata->prev_cond;
	if (cond.joyx!=prev_cond->joyx)
		SDL_PrivateJoystickAxis(joystick, 0, cond.joyx-128);
	if (cond.joyy!=prev_cond->joyy)
		SDL_PrivateJoystickAxis(joystick, 1, cond.joyy-128);
	if (cond.rtrig!=prev_cond->rtrig)
		SDL_PrivateJoystickAxis(joystick, 2, cond.rtrig);
	if (cond.ltrig!=prev_cond->ltrig)
		SDL_PrivateJoystickAxis(joystick, 3, cond.ltrig);
	if (cond.joy2x!=prev_cond->joy2x)
		SDL_PrivateJoystickAxis(joystick, 4, cond.joy2x-128);
	if (cond.joy2y!=prev_cond->joy2y)
		SDL_PrivateJoystickAxis(joystick, 5, cond.joy2y-128);

	joystick->hwdata->prev_buttons = buttons;
	joystick->hwdata->prev_cond = cond;
}
示例#8
0
文件: Main.cpp 项目: Bhaal22/dcsi
bool myWorld::Init(int perso)
{
	cont_cond_t cond;
  	uint8	c;
  	GLboolean xp = GL_FALSE;
  	GLboolean yp = GL_FALSE;
     Vehicle *vehicle;

	int i;
	int f=NEG;
	float d=0.0;
	int ft=f;
	int throttle=0;
	int brake=0;
	int ang=0;


	 ogg sultan("/rd/sons/ogg/sultanTribes.ogg");
  	 
	 
	 init();
	 
	//speed tabulation
	for(i=-NEG;i<0;i++)
	  aSpeed[i+NEG]=-(0.24*(float)7*i/(PLUS+NEG)+2)* log((float) -10*(float)7*i/(PLUS+NEG)+1)*3.6;
	for(i=NEG;i<PLUS+NEG;i++)
	  aSpeed[i]=(-0.11*(float)(7*(i-NEG))/(PLUS+NEG)+2)*5* log((float) 3*(float)7*(i-NEG)/(PLUS+NEG)+1)*3.6;
	
	/* Declaration des objets */
	
	SkyBox *skyBox = new SkyBox(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
	Landscape *cliff = new Landscape(JPEG, "/rd/terrain.jpg", "/rd/terrain.pcx", 256.0f, 32, 1, 1, 0);
	Landscape *sand = new Landscape(JPEG, "/rd/circuit.jpg", "/rd/circuit.pcx", 450.0f, 30, 4, 1/3.0f, -12.0f);
	PalmTree *palmier = new PalmTree("/rd/palmier.png", 69.0f, (sand->getYFromXZ(69,12)) + 10, 12.0f, 20.0f, 20.0f, 20.0f);
	PalmTree *cactus= new PalmTree("/rd/cactus.png", 10.0f, sand->getYFromXZ(10, 30) + 10, 30.0f, 40.0f, 40.0f, 40.0f);
	Landscape *sea = new Landscape(NJPEG, NULL, "/rd/eau.pcx", 700.0f, 7, 4, 0.0f, 3.0f, 0.5f, 0.6f, 0.8f);
	TheLittleHouseOnThePrairie *house = new TheLittleHouseOnThePrairie(-170.0f, 4.5f, -140.0f, 4.0f, 4.0f, 4.0f);
	StartPane *startPane = new StartPane(-155.0f,sand->getYFromXZ(69,12) , 35.0f, 25.0f, 50.0f, 50.0f);
	Caisse *caisse1 = new Caisse("/rd/decor/caisses/caisseGrande.png", -320.0f,  -5.0f, -280.0f, 15.0f, 15.0f, 15.0f);
	Caisse *caisse2 = new Caisse("/rd/decor/caisses/caisseCroix.png", 80.0f,  2.0f, -280.0f, 15.0f, 15.0f, 15.0f);
	/*Caisse *caisse3 = new Caisse("/cd/decor/caisses/explosif.png", 280.0f,  2.0f, -220.0f, 15.0f, 15.0f, 15.0f);*/
	
	/* Character creation */
	switch(perso + 2)
	{
	   case 2:
	   				vehicle = new OisisVehicle(-155.0f,    (sand->getYFromXZ (-155, 35)) + 1.25,       35.0f,
	        	                                           	                         -155.0f,     (sand->getYFromXZ (-155, 34.9)) + 1.25,       34.9f,
	            	                                        	                         6.25f,      	                                                        2.5f,         2.5f,
	            	                                        	                         1.5);  	            	 
	            	 break;
	    
	    case 3:
	    		vehicle  = new MomoVehicle(-155.0f,    sand->getYFromXZ (-155, 35) + 1.25,       35.0f,
	            	                                              -155.0f,     sand->getYFromXZ (-155, 34.9) + 1.25 - 0.5,       34.9f,
	                	                                             2.5f ,                                                              5.0f,          2.5f,
	                	                                             0.5);
	                break;
	    			
	    
	    case 4:   
	    			vehicle =  new NoelVehicle(-155.0f,    sand->getYFromXZ (-155, 35) + 7.5,       35.0f,
	            	                                              -155.0f,     sand->getYFromXZ (-155, 34.9) + 7.5 - 10,       34.9f,
	                	                                             3.25f ,                                                              15.0f,          13.0f,
	                	                                             10);
	                break;          	                                                	                                     
	         
	     default:
	     	        vehicle =  new NoelVehicle(-155.0f,    sand->getYFromXZ (-155, 35) + 7.5,       35.0f,
	            	                                              -155.0f,     sand->getYFromXZ (-155, 34.9) + 7.5,       34.9f,
	                	                                             3.25f ,                                                              15.0f,          13.0f,
	                	                                             10);
	                break;          	                                    	           	                                    	        
	}
	                                                    	        
	 
	sultan.play(1); 
	//vehicle->updateSlope(sand);
	//Vector3D tmp1= (vehicle->getPosition()) + (Vector3D (0, 10,17.5));
	/*Vector3D tmp1= (vehicle->getPosition()) + (Vector3D (0,  10 - vehicle->getOffset(), 17.5));
	Vector3D tmp2= Vector3D (0,1,0);
	Camera cam(tmp1, vehicle->getPosition(), tmp2);*/
	
	Vector3D tmp1= (vehicle->getPosition()) + (Vector3D (0, 10 - vehicle->getOffset(), 17.5));
	Vector3D tmp3= Vector3D (0,1,0);
	Vector3D tmp2 = vehicle->getPosition();
	tmp2.y -= vehicle->getOffset();
	Camera cam(tmp1, tmp2, tmp3);
	
	
	palmier->shape();
	cactus->setColor(0.0f, 0.6f, 0.2f);
	cactus->shape();
	cliff->shape();
	sand->shape();
	sea->shape();
	startPane->shape();
	house->shape();
	vehicle->shape();
	caisse1->shape();
	caisse2->shape();
	/*caisse3->shape();*/

	c = maple_first_controller();
	bool noRotatingThisFrame = false;
        		
	while(1)
  	{
  		noRotatingThisFrame = false;
  		
    	c = maple_first_controller();
    	ft=f;
    	if (c == 0)
      		continue;
    	if (cont_get_cond(c, &cond) < 0)
      		continue;
    
    	if (!(cond.buttons & CONT_START)) {
    		sultan.stop();
    		return false;
    	}
    	   
    	if (!(cond.buttons & CONT_DPAD_LEFT)){
	  		if(f!=NEG){
	    		vehicle->rotate(ROT_ANGLE, sand);
	    		cam.move(vehicle->getPosition(), vehicle->getDirection());
	  		}
    	}
    	if (!(cond.buttons & CONT_DPAD_RIGHT)) {
	  		if(f!=NEG){
	    		vehicle->rotate(-ROT_ANGLE, sand);
	    		cam.move(vehicle->getPosition(), vehicle->getDirection());
	  		}
    	}
    	
	brake=0;
    if (!(cond.buttons & CONT_B))
	  	brake=1;
	throttle=0;
    if (!(cond.buttons & CONT_A))
		throttle=1;
    if (!(cond.buttons & CONT_B )&&!(cond.buttons & CONT_X ))
    	screenShot();
    if (!(cond.buttons & CONT_Y)) {
    	wav klaxon ("/rd/Klaxon.wav");
    	klaxon.play();
	}
    if (cond.ltrig) {
    	noRotatingThisFrame = true;
 		cam.rotateAroundView(2);
	}
    if (cond.rtrig) {
    	noRotatingThisFrame = true;
		cam.rotateAroundView(-2);
	}
     
     if (!(cond.buttons & CONT_B)&&!(cond.buttons & CONT_X)&&!(cond.buttons & CONT_A)&&!(cond.buttons & CONT_Y)) {
    		return false;
    }
        
    	/* Begin frame */
    	
    	/* Draw the GL "scene" */

		Vector3D dir = vehicle->getDirection();
		Vector3D dirNoY (dir.x, 0, dir.z);
	if (!noRotatingThisFrame)
   		cam.updateRotation(vehicle->getPosition(), dirNoY);

    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    	
    	glKosBeginFrame();
	
    	
    	/* Switch to the blended polygon list if needed */
		glKosFinishList();
      	glDepthMask(0);
    	/*******************************************/
    	
   
    	glLoadIdentity();
    	glPushMatrix();
    		cam.affiche(); 
 			glEnable(GL_KOS_NEARZ_CLIPPING);
			        glPushMatrix();
 				  glScalef(350.0f, 200.0f, 350.0f);
 					/* Paint the Sky Box */
 				  skyBox->shape();
 				glPopMatrix();
 				cliff->displayElement();
 				sea->displayElement();
 				glPushMatrix();
 					glScalef(2.0f, 2.0f, 2.0f);
 					house->displayElement();
 				glPopMatrix();
 				palmier->displayElement();
 				cactus->displayElement();
 				
 				/* Draw the second house on the Prairie */
 				glPushMatrix();
 				  glTranslatef(200.0f, 60.0f, 200.0f);
 				  house->displayElement();
 				glPopMatrix();
 				
 				/* Draw a second cactus */
 				glPushMatrix();
 				  glTranslatef(-320.0f, sand->getYFromXZ (120, 250), -120.0f);
 				  cactus->displayElement();
 				glPopMatrix();
 				
 				/* Draw a second palmtree */
 				glPushMatrix();
 				  glTranslatef(-125.0f, sand->getYFromXZ (-125, 10), 10.0f);
 				  cactus->displayElement();
 				glPopMatrix();
 				
 				
 				sand->displayElement();
			    startPane->displayElement();
			    caisse1->displayElement();
			    caisse2->displayElement();
			    /*caisse3->displayElement();*/

				/* Draw the vehicle */
				glPushMatrix();

				/* METTRE LA PENTE A LA PLACE DU PREMIER 0 */
				f=PhysicalEngine::speed(f,throttle,brake,0,0);
				float d=PhysicalEngine::distance(ft,f)*SCALE;

			 
				vehicle->moveRelatif(d,sand);
				cam.move(vehicle->getPosition(),vehicle->getDirection());

					glTranslatef(vehicle->getPosition().x, vehicle->getPosition().y, vehicle->getPosition().z);

					//1st rotation, in x and z
					float rotatefAngle = angleBetweenVectorsWithReference (Vector3D(0,0,1), Vector3D(1,0,0), dirNoY);
					//convert to degrees :
					rotatefAngle = radToDeg (rotatefAngle);
					Vector3D rotateUp = cam.getUpVector();
					glRotatef(rotatefAngle, rotateUp.x, rotateUp.y, rotateUp.z);

					//2nd rotation, in z and y
					Vector3D tF = vehicle->getFront();
					Vector3D tPos = vehicle->getPosition();
					Vector3D dir2 =  tF - tPos;
					rotatefAngle = asin (dir2.y / dir2.Magnitude());
					//convert to degrees :
					rotatefAngle = radToDeg (rotatefAngle);
					Vector3D rotateX (1,0,0);
					glRotatef(-rotatefAngle, rotateX.x, rotateX.y, rotateX.z);
					
					vehicle->displayElement();
				glPopMatrix();
 			glDisable(GL_KOS_NEARZ_CLIPPING);
 		glPopMatrix();
 
    	/* Finish the frame */
   	glKosFinishFrame();
	}
    
}