Change the test demo
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b404c2301f
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2 changed files with 7 additions and 10 deletions
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@ -12,14 +12,13 @@ int main(int argc, char** argv) {
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GlutRender& render = GlutRender::get_instance();
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render.init(&argc, argv, 640, 480, "Bouncing stuff");
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Ball ball(Point(0, 10, 0), 0.25, 0.25, 0, 1, 1);
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Ball ball(Point(0, 5, 0), 0.75, -.5, -1, 1, 1);
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Cuboid bbox = ball.get_surface()->max_bounding_box();
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printf("%.2lf %.2lf %.2lf | %.2lf %.2lf %.2lf\n",
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bbox.low(0), bbox.low(1), bbox.low(2),
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bbox.high(0), bbox.high(1), bbox.high(2));
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render.add_surface(ball.get_surface(),
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ball.get_surface()->max_bounding_box());
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render.add_surface(ball.get_surface(), bbox);
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render.set_idle_func(periodic_update);
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init_periodic_static(&ball);
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@ -31,10 +31,10 @@ void GlutRender::init(int* argc, char** argv,
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glutReshapeFunc(reshape_handle);
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// ==== Lighting ====
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GLfloat light0_pos[] = {2., 10., 2.};
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GLfloat light0_pos[] = {10., 15., 10.};
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GLfloat light0_ambient[] = {0., 0., 0., 1.};
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GLfloat light0_diffuse[] = {1., 1., 1., 1.};
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GLfloat light0_specular[] = {1., 1., 1., 1.};
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GLfloat light0_diffuse[] = {1., 1., .65, 1.};
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GLfloat light0_specular[] = {1., 1., .65, 1.};
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glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
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glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
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@ -159,8 +159,6 @@ void GlutRender::display_mesh(Mesh& mesh) const {
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n1 = mesh.get_normal(face[1]),
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n2 = mesh.get_normal(face[2]);
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glColor3f(rand_color(), rand_color(), rand_color());
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glNormal3f(n0[0], n0[1], n0[2]); glVertex3f(p0[0], p0[1], p0[2]);
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glNormal3f(n1[0], n1[1], n1[2]); glVertex3f(p1[0], p1[1], p1[2]);
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glNormal3f(n2[0], n2[1], n2[2]); glVertex3f(p2[0], p2[1], p2[2]);
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@ -175,8 +173,8 @@ void GlutRender::display() {
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// Camera position and orientation
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glLoadIdentity();
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//glTranslatef(1., 2., -10.);
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gluLookAt(0, 5, -20,
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0, 5, 0,
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gluLookAt(0, 2.5, -10,
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0, 2.5, 0,
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0, 1, 0);
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for(Mesh* mesh: meshes) {
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