#include void initRender() { // Set the clear colour to black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLfloat light0_ambient[] = {0.1f, 0.1f, 0.1f, 1.0f}; GLfloat light0_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; GLfloat light0_specular[] = {1.0f, 1.0f, 1.0f, 1.0f}; GLfloat light0_position[] = {5.0f, 10.0f, 10.0f, 1.0f}; glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05f); glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.001f); } void resizeStage(GLsizei width, GLsizei height) { if (height == 0) height = 1; // Set device viewport dimensions glViewport(0, 0, width, height); // Switch to projection matrix glMatrixMode(GL_PROJECTION); // Reset the projection matrix glLoadIdentity(); GLfloat aspectRatio = (GLfloat) width / (GLfloat) height; glOrtho(-8.0, 8.0, -8.0/aspectRatio, 8.0/aspectRatio, 128.0, -128.0); glRotatef(45.0f, 1.0f, 0.0f, 0.0f); glRotatef(45.0f, 0.0f, 1.0f, 0.0f); glMatrixMode(GL_MODELVIEW); }