Enhance light rendering

This commit is contained in:
Théophile Bastian 2018-02-13 17:23:58 +01:00
parent 640f801441
commit 5b6e61cec9
3 changed files with 3 additions and 3 deletions

View file

@ -59,7 +59,7 @@ class MarchingCubes {
const Cuboid& box=Cuboid(
Point(-20, -20, -20),
Point(20, 20, 20)),
double resolution=.25);
double resolution=.1);
/** Add a starting point hint
*

View file

@ -12,7 +12,7 @@ int main(int argc, char** argv) {
GlutRender& render = GlutRender::get_instance();
render.init(&argc, argv, 640, 480, "Bouncing stuff");
Ball ball(Point(0, 5, 0), 0.75, -.5, -1, 1, 1);
Ball ball(Point(0, 5, 0), 0.75, -.5, -.7, 1, 1);
Cuboid bbox = ball.get_surface()->max_bounding_box();
printf("%.2lf %.2lf %.2lf | %.2lf %.2lf %.2lf\n",

View file

@ -34,7 +34,7 @@ void GlutRender::init(int* argc, char** argv,
GLfloat light0_pos[] = {10., 15., 10.};
GLfloat light0_ambient[] = {0., 0., 0., 1.};
GLfloat light0_diffuse[] = {1., 1., .65, 1.};
GLfloat light0_specular[] = {1., 1., .65, 1.};
GLfloat light0_specular[] = {5., 5., .33, 1.};
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);