Please help
Why the SECOND for loop square wont display one>?Please help
Thanks
static GLfloat xRot=0.0f;
static GLfloat yRot=0.0f;
//light values and co-ordinates
GLfloat ambientLight[]={10.3f,10.3f,10.3f,10.0f};
GLfloat diffuseLight[]={10.7f,10.7f,10.7f,10.0f};
GLfloat specular[]={10.0f,10.0f,10.0f,10.0f};
GLfloat specref[]={10.0f,10.0f,10.0f,10.0f};
GLfloat xF=-60.0;
GLfloat yS=-40.0;
GLfloat xF1=-40.0;
GLfloat yS1=-60.0;
GLfloat a=80.0f;
GLfloat b=80.0f;
GLfloat c=60.0f;
GLfloat d=60.0f;
//reset flags as appropriate in response to menu selections
//called to draw scene
void DisplayScene(void)
{
//clear the window
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//SAVE MATRIX STATE AN DO THE ROTATION
glPushMatrix();
glRotatef(xRot,1.0f,0.0f,0.0f);
glRotatef(yRot,0.0f,1.0f,0.0f);
glBegin(GL_QUADS);
glColor3f(0.0f,0.0f,1.0f); // Draw A Quad
glVertex3f(-80.0f, 80.0f,0.0f); // Top Left
glVertex3f( 80.0f, 80.0f, 0.0f); // Top Right
glVertex3f( 80.0f,-80.0f, 0.0f); // Bottom Right
glVertex3f(-80.0f,-80.0f, 0.0f); // Bottom Left
for(int j=0;j<4;j++)
{
glColor3f(1.0f,1.0f,0.0f);
glVertex3f(xF, a, 0.0f);
glVertex3f(yS, b, 0.0f);
glVertex3f(xF1,c, 0.0f);
glVertex3f(yS1,d, 0.0f);
xF+=40.0f;
yS+=40.0f;
xF1+=40.0f;
yS1+=40.0f;
}
glEnd();
//Restore transformations
glPopMatrix();
//Flush drawing commands
glutSwapBuffers();
}
void MyInit()
{
//Black background
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
//Enable depth testing
glEnable(GL_DEPTH_TEST);
//Enable lighting
glEnable(GL_LIGHTING);
//Setup and enable light 0
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glEnable(GL_LIGHT0);
//Enable color tracking
glEnable(GL_COLOR_MATERIAL);
//Set material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
//All materials hereafter have full specular reflectivity
//with a high shine
glMaterialfv(GL_FRONT, GL_SPECULAR, specref);
glMateriali(GL_FRONT, GL_SHININESS, 120);
//set drawing color to blue
glColor3ub(0, 0, 255);
}
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
xRot -= 5.0f;
if(key == GLUT_KEY_DOWN)
xRot += 5.0f;
if(key == GLUT_KEY_LEFT)
yRot -= 5.0f;
if(key == GLUT_KEY_RIGHT)
yRot += 5.0f;
//Refresh the window
glutPostRedisplay();
}
void ChangeSize(int w, int h)
{
GLfloat lightPos[] = {-50.0f, 50.0f, 100.0f, 1.0f};
GLfloat nRange = 100.9f;
//Prevent a divide by zero
if(h == 0)
h = 1;
//Set viewport to window dimensions
glViewport(0, 0, w, h);
//Reset projection matrix stack
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//Establish clipping volume(left, right, bottom, top, near, far)
if(w <= h)
glOrtho(-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange);
else
glOrtho(-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange);
//Reset model view matrix stack
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow("Create Menu");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(DisplayScene);
MyInit();
glutMainLoop();
return 0;
}
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