float scp[18][3] = {
{
1.000000, 0.000000, 0.000000
- },
+ },
{
1.000000, 0.000000, 5.000000
},
{
0.707107, 0.707107, 0.000000
- },
+ },
{
0.707107, 0.707107, 5.000000
},
{
0.000000, 1.000000, 0.000000
- },
+ },
{
0.000000, 1.000000, 5.000000
},
{
-0.707107, 0.707107, 0.000000
- },
+ },
{
-0.707107, 0.707107, 5.000000
},
{
-1.000000, 0.000000, 0.000000
- },
+ },
{
-1.000000, 0.000000, 5.000000
},
{
-0.707107, -0.707107, 0.000000
- },
+ },
{
-0.707107, -0.707107, 5.000000
},
{
0.000000, -1.000000, 0.000000
- },
+ },
{
0.000000, -1.000000, 5.000000
},
{
0.707107, -0.707107, 0.000000
- },
+ },
{
0.707107, -0.707107, 5.000000
},
{
1.000000, 0.000000, 0.000000
- },
+ },
{
1.000000, 0.000000, 5.000000
},
static float back_mat_diffuse[] = {1.0, 0.0, 0.0, 1.0};
static float lmodel_ambient[] = {0.0, 0.0, 0.0, 1.0};
static float fog_color[] = {0.8, 0.8, 0.8, 1.0};
-
+
glFrontFace(GL_CW);
glEnable(GL_DEPTH_TEST);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
-
+
glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
GLint i;
rgb = GL_TRUE;
- doubleBuffer = GL_FALSE;
+ doubleBuffer = GL_TRUE;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-ci") == 0) {