Changeset 1997 for GTP/trunk/Lib/Vis/Preprocessing/src/GlRenderer.cpp
- Timestamp:
- 01/18/07 21:09:55 (17 years ago)
- File:
-
- 1 edited
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GTP/trunk/Lib/Vis/Preprocessing/src/GlRenderer.cpp
r1990 r1997 115 115 116 116 glBegin(GL_TRIANGLES); 117 Vector3 normal = t.GetNormal(); 118 glNormal3f(normal.x, normal.y, normal.z); 117 119 glVertex3f(t.mVertices[0].x, t.mVertices[0].y, t.mVertices[0].z); 118 120 glVertex3f(t.mVertices[1].x, t.mVertices[1].y, t.mVertices[1].z); … … 315 317 glEnable(GL_CULL_FACE); 316 318 glShadeModel(GL_FLAT); 319 glDepthFunc( GL_LESS ); 317 320 glEnable(GL_DEPTH_TEST); 318 321 glEnable(GL_CULL_FACE); 319 322 320 323 InitExtensions(); 321 322 #if 0323 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 Material337 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 light343 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 light359 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 light2363 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 #endif375 324 376 325 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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