Ignore:
Timestamp:
01/18/07 21:09:55 (17 years ago)
Author:
bittner
Message:

sil mutation

File:
1 edited

Legend:

Unmodified
Added
Removed
  • GTP/trunk/Lib/Vis/Preprocessing/src/GlRenderer.cpp

    r1990 r1997  
    115115   
    116116  glBegin(GL_TRIANGLES); 
     117  Vector3 normal = t.GetNormal(); 
     118  glNormal3f(normal.x, normal.y, normal.z); 
    117119  glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z); 
    118120  glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z); 
     
    315317  glEnable(GL_CULL_FACE); 
    316318  glShadeModel(GL_FLAT); 
     319  glDepthFunc( GL_LESS ); 
    317320  glEnable(GL_DEPTH_TEST); 
    318321  glEnable(GL_CULL_FACE); 
    319322   
    320323  InitExtensions(); 
    321    
    322 #if 0 
    323   GLfloat mat_ambient[]   = {  0.5, 0.5, 0.5, 1.0  }; 
    324   /*  mat_specular and mat_shininess are NOT default values     */ 
    325   GLfloat mat_diffuse[]   = {  1.0, 1.0, 1.0, 1.0  }; 
    326   GLfloat mat_specular[]  = {  0.3, 0.3, 0.3, 1.0  }; 
    327   GLfloat mat_shininess[] = {  1.0  }; 
    328    
    329   GLfloat light_ambient[]  = {  0.2, 0.2, 0.2, 1.0  }; 
    330   GLfloat light_diffuse[]  = {  0.4, 0.4, 0.4, 1.0  }; 
    331   GLfloat light_specular[] = {  0.3, 0.3, 0.3, 1.0  }; 
    332    
    333   GLfloat lmodel_ambient[] = {  0.3, 0.3, 0.3, 1.0  }; 
    334    
    335    
    336   // default Material 
    337   glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); 
    338   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); 
    339   glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); 
    340   glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); 
    341  
    342   // a light 
    343   glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); 
    344   glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); 
    345   glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); 
    346    
    347   glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient); 
    348   glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); 
    349   glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular); 
    350    
    351   glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); 
    352    
    353   glEnable(GL_LIGHTING); 
    354   glEnable(GL_LIGHT0); 
    355   glEnable(GL_LIGHT1); 
    356    
    357    
    358   // set position of the light 
    359   GLfloat infinite_light[] = {  1.0, 0.8, 1.0, 0.0  }; 
    360   glLightfv (GL_LIGHT0, GL_POSITION, infinite_light); 
    361    
    362   // set position of the light2 
    363   GLfloat infinite_light2[] = {  -0.3, 1.5, 1.0, 0.0  }; 
    364   glLightfv (GL_LIGHT1, GL_POSITION, infinite_light2); 
    365    
    366   glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); 
    367   //   glColorMaterial( GL_FRONT_AND_BACK, GL_SPECULAR); 
    368   glEnable(GL_COLOR_MATERIAL); 
    369    
    370   glShadeModel( GL_FLAT ); 
    371    
    372   glDepthFunc( GL_LESS ); 
    373   glEnable( GL_DEPTH_TEST ); 
    374 #endif 
    375324 
    376325  glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); 
Note: See TracChangeset for help on using the changeset viewer.