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) {
GLfloat aspectRatio = (GLfloat) width / (GLfloat) height;
- glOrtho(-10.0, 10.0, -10.0/aspectRatio, 10.0/aspectRatio, 128.0, -128.0);
+ 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);