4 // Set the clear colour to black
5 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
7 GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};
8 GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
9 GLfloat light0_specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
10 GLfloat light0_position[] = {5.0f, 10.0f, 10.0f, 1.0f};
12 glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
13 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
14 glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
15 glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
17 glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
18 glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f);
19 glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.001f);
22 void resizeStage(GLsizei width, GLsizei height) {
26 // Set device viewport dimensions
27 glViewport(0, 0, width, height);
28 // Switch to projection matrix
29 glMatrixMode(GL_PROJECTION);
30 // Reset the projection matrix
33 GLfloat aspectRatio = (GLfloat) width / (GLfloat) height;
35 glOrtho(-8.0, 8.0, -8.0/aspectRatio, 8.0/aspectRatio, 128.0, -128.0);
37 glRotatef(45.0f, 1.0f, 0.0f, 0.0f);
38 glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
40 glMatrixMode(GL_MODELVIEW);