--- /dev/null
+/* Test glGenProgramsNV(), glIsProgramNV(), glLoadProgramNV() */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#define GL_GLEXT_PROTOTYPES
+#include <GL/glut.h>
+
+static void Display( void )
+{
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ glPushMatrix();
+
+ glBegin(GL_POLYGON);
+ glVertexAttrib2fNV(0, -1, -1);
+ glVertexAttrib2fNV(0, 1, -1);
+ glVertexAttrib2fNV(0, 0, 1);
+ glEnd();
+
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void Reshape( int width, int height )
+{
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 25.0 );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -15.0 );
+}
+
+
+static void Key( unsigned char key, int x, int y )
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 27:
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+static void load_program(const char *prog, GLuint prognum)
+{
+ int a;
+ GLint errorpos, errno;
+
+ glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prognum);
+ glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ strlen(prog), (const GLubyte *) prog);
+
+ assert(glIsProgramARB(prognum));
+ errno = glGetError();
+ printf("glGetError = %d\n", errno);
+ if (errno != GL_NO_ERROR)
+ {
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorpos);
+ printf("errorpos: %d\n", errorpos);
+ printf("%s\n", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
+
+ for (a=-10; a<10; a++)
+ {
+ if ((errorpos+a < 0) || (errorpos+a >= strlen(prog))) continue;
+ printf("%c", prog[errorpos+a]);
+ }
+ printf("\n");
+ exit(1);
+ }
+}
+
+static void Init( void )
+{
+ GLuint prognum[4];
+
+ static const char *prog1 =
+ "!!ARBvp1.0\n"
+ "TEMP R0;\n"
+ "MUL result.color.primary.xyz, R0, program.local[35]; \n"
+ "END\n";
+ static const char *prog2 =
+ "!!ARBvp1.0\n"
+ "#\n"
+ "# c[0-3] = modelview projection (composite) matrix\n"
+ "# c[32] = normalized light direction in object-space\n"
+ "# c[35] = yellow diffuse material, (1.0, 1.0, 0.0, 1.0)\n"
+ "# c[64].x = 0.0\n"
+ "# c[64].z = 0.125, a scaling factor\n"
+ "TEMP R0, R1;\n"
+ "#\n"
+ "# outputs diffuse illumination for color and perturbed position\n"
+ "#\n"
+ "DP3 R0, program.local[32], vertex.normal; # light direction DOT normal\n"
+ "MUL result.color.primary.xyz, R0, program.local[35]; \n"
+ "MAX R0, program.local[64].x, R0; \n"
+ "MUL R0, R0, vertex.normal; \n"
+ "MUL R0, R0, program.local[64].z; \n"
+ "ADD R1, vertex.position, -R0; # perturb object space position\n"
+ "DP4 result.position.x, state.matrix.mvp.row[0], R1; \n"
+ "DP4 result.position.y, state.matrix.mvp.row[1], R1; \n"
+ "DP4 result.position.z, state.matrix.mvp.row[2], R1; \n"
+ "DP4 result.position.w, state.matrix.mvp.row[3], R1; \n"
+ "END\n";
+ static const char *prog3 =
+ "!!ARBvp1.0\n"
+ "TEMP R0, R1, R2, R3;\n"
+ "DP4 result.position.x, state.matrix.mvp.row[0], vertex.position;\n"
+ "DP4 result.position.y, state.matrix.mvp.row[1], vertex.position;\n"
+ "DP4 result.position.z, state.matrix.mvp.row[2], vertex.position;\n"
+ "DP4 result.position.w, state.matrix.mvp.row[3], vertex.position;\n"
+ "DP3 R0.x, state.matrix.modelview.inverse.row[0], vertex.normal;\n"
+ "DP3 R0.y, state.matrix.modelview.inverse.row[1], vertex.normal;\n"
+ "DP3 R0.z, state.matrix.modelview.inverse.row[2], vertex.normal;\n"
+ "DP3 R1.x, program.env[32], R0; # R1.x = Lpos DOT n'\n"
+ "DP3 R1.y, program.env[33], R0; # R1.y = hHat DOT n'\n"
+ "MOV R1.w, program.local[38].x; # R1.w = specular power\n"
+ "LIT R2, R1; # Compute lighting values\n"
+ "MAD R3, program.env[35].x, R2.y, program.env[35].y; # diffuse + emissive\n"
+ "MAD result.color.primary.xyz, program.env[36], R2.z, R3; # + specular\n"
+ "END\n";
+ static const char *prog4 =
+ "!!ARBvp1.0\n"
+ "TEMP R2, R3\n"
+ "DP4 R2, R3, program.local[A0.x];\n"
+#if 0
+ "DP4 R2, R3, program.local[A0.x + 5];\n"
+ "DP4 result.position, R3, program.local[A0.x - 4];\n"
+#else
+ "END\n";
+#endif
+
+ glGenProgramsNV(4, prognum);
+
+ load_program(prog1, prognum[0]);
+ load_program(prog2, prognum[1]);
+ load_program(prog3, prognum[2]);
+
+ /*
+ * XXX: Don't have relative offsets working yet
+ load_program(prog4, prognum[3]);
+ */
+}
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit( &argc, argv );
+ glutInitWindowPosition( 0, 0 );
+ glutInitWindowSize( 250, 250 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+ glutCreateWindow(argv[0]);
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutDisplayFunc( Display );
+ Init();
+ glutMainLoop();
+ return 0;
+}
--- /dev/null
+/* Test glGenProgramsNV(), glIsProgramNV(), glLoadProgramNV() */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#define GL_GLEXT_PROTOTYPES
+#include <GL/glut.h>
+
+static float Zrot = 0.0;
+
+
+static void Display( void )
+{
+ glClearColor(0.3, 0.3, 0.3, 1);
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ glEnable(GL_VERTEX_PROGRAM_NV);
+
+ glLoadIdentity();
+ glRotatef(Zrot, 0, 0, 1);
+
+ glPushMatrix();
+
+ glVertexAttrib3fARB(3, 1, 0.5, 0.25);
+ glBegin(GL_TRIANGLES);
+#if 1
+ glVertexAttrib3fARB(3, 1.0, 0.0, 0.0);
+ glVertexAttrib2fARB(0, -0.5, -0.5);
+ glVertexAttrib3fARB(3, 0.0, 1.0, 0.0);
+ glVertexAttrib2fARB(0, 0.5, -0.5);
+ glVertexAttrib3fARB(3, 0.0, 0.0, 1.0);
+ glVertexAttrib2fARB(0, 0, 0.5);
+#else
+ glVertex2f( -1, -1);
+ glVertex2f( 1, -1);
+ glVertex2f( 0, 1);
+#endif
+ glEnd();
+
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void Reshape( int width, int height )
+{
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ /* glFrustum( -2.0, 2.0, -2.0, 2.0, 5.0, 25.0 );*/
+ glOrtho(-2.0, 2.0, -2.0, 2.0, -2.0, 2.0 );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ /*glTranslatef( 0.0, 0.0, -15.0 );*/
+}
+
+
+static void Key( unsigned char key, int x, int y )
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 'z':
+ Zrot -= 5.0;
+ break;
+ case 'Z':
+ Zrot += 5.0;
+ break;
+ case 27:
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void Init( void )
+{
+ GLint errno;
+ GLuint prognum;
+
+ static const char *prog1 =
+ "!!ARBvp1.0\n"
+ "MOV result.color, vertex.color;\n"
+
+ "DP4 result.position.x, vertex.position, state.matrix.modelview.row[0];\n"
+ "DP4 result.position.y, vertex.position, state.matrix.modelview.row[1];\n"
+ "DP4 result.position.z, vertex.position, state.matrix.modelview.row[2];\n"
+ "DP4 result.position.w, vertex.position, state.matrix.modelview.row[3];\n"
+ "END\n";
+
+ glGenProgramsARB(1, &prognum);
+
+ glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prognum);
+ glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ strlen(prog1), (const GLubyte *) prog1);
+
+ assert(glIsProgramARB(prognum));
+ errno = glGetError();
+ printf("glGetError = %d\n", errno);
+ if (errno != GL_NO_ERROR)
+ {
+ GLint errorpos;
+
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorpos);
+ printf("errorpos: %d\n", errorpos);
+ printf("%s\n", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
+ }
+}
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit( &argc, argv );
+ glutInitWindowPosition( 0, 0 );
+ glutInitWindowSize( 250, 250 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+ glutCreateWindow(argv[0]);
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutDisplayFunc( Display );
+ Init();
+ glutMainLoop();
+ return 0;
+}
--- /dev/null
+/*
+ * A lit, rotating torus via vertex program
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#define GL_GLEXT_PROTOTYPES
+#include <GL/glut.h>
+
+static float Xrot = 0.0, Yrot = 0.0, Zrot = 0.0;
+static GLboolean Anim = GL_TRUE;
+
+
+static void Idle( void )
+{
+ Xrot += .3;
+ Yrot += .4;
+ Zrot += .2;
+ glutPostRedisplay();
+}
+
+
+static void Display( void )
+{
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ glPushMatrix();
+ glRotatef(Xrot, 1, 0, 0);
+ glRotatef(Yrot, 0, 1, 0);
+ glRotatef(Zrot, 0, 0, 1);
+ glutSolidTorus(0.75, 2.0, 10, 20);
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void Reshape( int width, int height )
+{
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -2.0, 2.0, -2.0, 2.0, 5.0, 25.0 );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -12.0 );
+}
+
+
+static void Key( unsigned char key, int x, int y )
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case ' ':
+ Xrot = Yrot = Zrot = 0;
+ break;
+ case 'a':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc(Idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'z':
+ Zrot -= 5.0;
+ break;
+ case 'Z':
+ Zrot += 5.0;
+ break;
+ case 27:
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void SpecialKey( int key, int x, int y )
+{
+ const GLfloat step = 3.0;
+ (void) x;
+ (void) y;
+ switch (key) {
+ case GLUT_KEY_UP:
+ Xrot -= step;
+ break;
+ case GLUT_KEY_DOWN:
+ Xrot += step;
+ break;
+ case GLUT_KEY_LEFT:
+ Yrot -= step;
+ break;
+ case GLUT_KEY_RIGHT:
+ Yrot += step;
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void Init( void )
+{
+ GLint errno;
+ GLuint prognum;
+
+ /* borrowed from an nvidia demo:
+ * c[0..3] = modelview matrix
+ * c[4..7] = inverse modelview matrix
+ * c[32] = light pos
+ * c[35] = diffuse color
+ */
+ static const char prog[] =
+ "!!ARBvp1.0\n"
+ "TEMP R0, R1; \n"
+ "#Simple transform and diffuse lighting\n"
+ "# object x MVP -> clip\n"
+ "DP4 result.position.x, state.matrix.mvp.row[0], vertex.position ;\n"
+ "DP4 result.position.y, state.matrix.mvp.row[1], vertex.position ;\n"
+ "DP4 result.position.z, state.matrix.mvp.row[2], vertex.position ;\n"
+ "DP4 result.position.w, state.matrix.mvp.row[3], vertex.position ;\n"
+
+ "# normal x MV-1T -> lighting normal\n"
+ "DP3 R1.x, state.matrix.modelview.inverse.row[0], vertex.normal ;\n"
+ "DP3 R1.y, state.matrix.modelview.inverse.row[1], vertex.normal;\n"
+ "DP3 R1.z, state.matrix.modelview.inverse.row[2], vertex.normal;\n"
+
+ "DP3 R0, program.local[32], R1; # L.N\n"
+#if 0
+ "MUL result.color.xyz, R0, program.local[35] ; # col = L.N * diffuse\n"
+#else
+ "MUL result.color.primary.xyz, R0, program.local[35] ; # col = L.N * diffuse\n"
+#endif
+ "MOV result.texcoord, vertex.texcoord;\n"
+ "END";
+
+ if (!glutExtensionSupported("GL_ARB_vertex_program")) {
+ printf("Sorry, this program requires GL_ARB_vertex_program");
+ exit(1);
+ }
+
+
+ glGenProgramsARB(1, &prognum);
+
+ glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prognum);
+ glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ strlen(prog), (const GLubyte *) prog);
+
+ assert(glIsProgramARB(prognum));
+ errno = glGetError();
+ printf("glGetError = %d\n", errno);
+ if (errno != GL_NO_ERROR)
+ {
+ GLint errorpos;
+
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorpos);
+ printf("errorpos: %d\n", errorpos);
+ printf("%s\n", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
+ }
+
+ /* Light position */
+ glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 32, 2, 2, 4, 1);
+ /* Diffuse material color */
+ glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 35, 0.25, 0, 0.25, 1);
+
+ glEnable(GL_VERTEX_PROGRAM_ARB);
+ glEnable(GL_DEPTH_TEST);
+ glClearColor(0.3, 0.3, 0.3, 1);
+}
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit( &argc, argv );
+ glutInitWindowPosition( 0, 0 );
+ glutInitWindowSize( 250, 250 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+ glutCreateWindow(argv[0]);
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutSpecialFunc( SpecialKey );
+ glutDisplayFunc( Display );
+ if (Anim)
+ glutIdleFunc(Idle);
+ Init();
+ glutMainLoop();
+ return 0;
+}
--- /dev/null
+/*
+ * Warp a triangle mesh with a vertex program.
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#define GL_GLEXT_PROTOTYPES
+#include <GL/glut.h>
+
+static float Xrot = -60.0, Yrot = 0.0, Zrot = 0.0;
+static GLboolean Anim = GL_TRUE;
+static GLfloat Phi = 0.0;
+
+
+static void Idle( void )
+{
+ Phi += 0.01;
+ glutPostRedisplay();
+}
+
+
+static void DrawMesh( int rows, int cols )
+{
+ static const GLfloat colorA[3] = { 0, 1, 0 };
+ static const GLfloat colorB[3] = { 0, 0, 1 };
+ const float dx = 2.0 / (cols - 1);
+ const float dy = 2.0 / (rows - 1);
+ float x, y;
+ int i, j;
+
+#if 1
+#define COLOR3FV(c) glVertexAttrib3fvARB(3, c)
+#define VERTEX2F(x, y) glVertexAttrib2fARB(0, x, y)
+#else
+#define COLOR3FV(c) glColor3fv(c)
+#define VERTEX2F(x, y) glVertex2f(x, y)
+#endif
+
+ y = -1.0;
+ for (i = 0; i < rows - 1; i++) {
+ glBegin(GL_QUAD_STRIP);
+ x = -1.0;
+ for (j = 0; j < cols; j++) {
+ if ((i + j) & 1)
+ COLOR3FV(colorA);
+ else
+ COLOR3FV(colorB);
+ VERTEX2F(x, y);
+ VERTEX2F(x, y + dy);
+ x += dx;
+ }
+ glEnd();
+ y += dy;
+ }
+}
+
+
+static void Display( void )
+{
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ glPushMatrix();
+ glRotatef(Xrot, 1, 0, 0);
+ glRotatef(Yrot, 0, 1, 0);
+ glRotatef(Zrot, 0, 0, 1);
+
+ /* Position the gravity source */
+ {
+ GLfloat x, y, z, r = 0.5;
+ x = r * cos(Phi);
+ y = r * sin(Phi);
+ z = 1.0;
+ glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 30, x, y, z, 1);
+ glDisable(GL_VERTEX_PROGRAM_ARB);
+ glBegin(GL_POINTS);
+ glColor3f(1,1,1);
+ glVertex3f(x, y, z);
+ glEnd();
+ }
+
+ glEnable(GL_VERTEX_PROGRAM_ARB);
+ DrawMesh(8, 8);
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void Reshape( int width, int height )
+{
+ float ar = (float) width / (float) height;
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -1.0 * ar, 1.0 * ar, -1.0, 1.0, 5.0, 25.0 );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -12.0 );
+ glScalef(2, 2, 2);
+}
+
+
+static void Key( unsigned char key, int x, int y )
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 'a':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc(Idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'p':
+ Phi += 0.2;
+ break;
+ case 'z':
+ Zrot -= 5.0;
+ break;
+ case 'Z':
+ Zrot += 5.0;
+ break;
+ case 27:
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void SpecialKey( int key, int x, int y )
+{
+ const GLfloat step = 3.0;
+ (void) x;
+ (void) y;
+ switch (key) {
+ case GLUT_KEY_UP:
+ Xrot -= step;
+ break;
+ case GLUT_KEY_DOWN:
+ Xrot += step;
+ break;
+ case GLUT_KEY_LEFT:
+ Yrot -= step;
+ break;
+ case GLUT_KEY_RIGHT:
+ Yrot += step;
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void Init( void )
+{
+ GLuint prognum;
+ GLint errno;
+
+ /*
+ * c[0..3] = modelview matrix
+ * c[4..7] = inverse modelview matrix
+ * c[30] = gravity source location
+ * c[31] = gravity source strength
+ * c[32] = light pos
+ * c[35] = diffuse color
+ */
+ static const char prog[] =
+ "!!ARBvp1.0\n"
+ "TEMP R1, R2, R3; "
+
+ "# Compute distance from vertex to gravity source\n"
+ "ADD R1, program.local[30], -vertex.position; # vector from vertex to gravity\n"
+ "DP3 R2, R1, R1; # dot product\n"
+ "RSQ R2, R2.x; # square root = distance\n"
+ "MUL R2, R2, program.local[31].xxxx; # scale by the gravity factor\n"
+
+ "# Displace vertex by gravity factor along R1 vector\n"
+ "MAD R3, R1, R2, vertex.position;\n"
+
+ "# Continue with typical modelview/projection\n"
+ "DP4 result.position.x, state.matrix.mvp.row[0], R3 ; # object x MVP -> clip\n"
+ "DP4 result.position.y, state.matrix.mvp.row[1], R3 ;\n"
+ "DP4 result.position.z, state.matrix.mvp.row[2], R3 ;\n"
+ "DP4 result.position.w, state.matrix.mvp.row[3], R3 ;\n"
+
+ "MOV result.color, vertex.color;\n # copy input color to output color\n"
+
+ "END";
+
+ if (!glutExtensionSupported("GL_ARB_vertex_program")) {
+ printf("Sorry, this program requires GL_ARB_vertex_program\n");
+ exit(1);
+ }
+
+ glGenProgramsARB(1, &prognum);
+ glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prognum);
+ glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ strlen(prog), (const GLubyte *)prog);
+ errno = glGetError();
+ printf("glGetError = %d\n", errno);
+
+ if (errno != GL_NO_ERROR)
+ {
+ GLint errorpos;
+
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorpos);
+ printf("errorpos: %d\n", errorpos);
+ printf("%s\n", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
+ }
+
+ /* Light position */
+ glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 32, 2, 2, 4, 1);
+ /* Diffuse material color */
+ glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 35, 0.25, 0, 0.25, 1);
+
+ /* Gravity strength */
+ glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 31, .5, 0, 0, 0);
+
+ glEnable(GL_DEPTH_TEST);
+ glClearColor(0.3, 0.3, 0.3, 1);
+ glShadeModel(GL_FLAT);
+ glPointSize(3);
+}
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit( &argc, argv );
+ glutInitWindowPosition( 0, 0 );
+ glutInitWindowSize( 250, 250 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+ glutCreateWindow(argv[0]);
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutSpecialFunc( SpecialKey );
+ glutDisplayFunc( Display );
+ if (Anim)
+ glutIdleFunc(Idle);
+ Init();
+ glutMainLoop();
+ return 0;
+}