/* Initialize material property, light source, lighting model,
* and depth buffer.
*/
-void init(void)
+static void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel (GL_SMOOTH);
* light at a new position in world coordinates. The cube
* represents the position of the light.
*/
-void display(void)
+static void display(void)
{
GLfloat position[] = { 0.0, 0.0, 1.5, 1.0 };
glFlush ();
}
-void reshape (int w, int h)
+static void reshape (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
}
/* ARGSUSED2 */
-void mouse(int button, int state, int x, int y)
+static void mouse(int button, int state, int x, int y)
{
switch (button) {
case GLUT_LEFT_BUTTON:
}
/* ARGSUSED1 */
-void keyboard(unsigned char key, int x, int y)
+static void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27: