Page 476 OpenGL Super Bible! static GLfloat sky_top[4][3] (Affordable web design)

Page 476 OpenGL Super Bible! static GLfloat sky_top[4][3] = { /* Sky coordinates */ { -TERRAIN_EDGE, TERRAIN_SIZE * 0.8, -TERRAIN_EDGE }, { TERRAIN_EDGE, TERRAIN_SIZE * 0.8, -TERRAIN_EDGE }, { TERRAIN_EDGE, TERRAIN_SIZE * 0.8, TERRAIN_EDGE }, { -TERRAIN_EDGE, TERRAIN_SIZE * 0.8, TERRAIN_EDGE } }; static GLfloat sky_bottom[4][3] = { { -TERRAIN_EDGE, 0.0, -TERRAIN_EDGE }, { TERRAIN_EDGE, 0.0, -TERRAIN_EDGE }, { TERRAIN_EDGE, 0.0, TERRAIN_EDGE }, { -TERRAIN_EDGE, 0.0, TERRAIN_EDGE } }; static GLfloat sunpos[4] = { 0.0, 1.0, 0.0, 0.0 }; static GLfloat suncolor[4] = { 64.0, 64.0, 64.0, 1.0 }; static GLfloat sunambient[4] = { 0.001, 0.001, 0.001, 1.0 }; /* * Reset the viewport and clear the window to light blue */ glViewport(0, 0, rect->right, rect->bottom); glClearColor(0.5, 0.5, 1.0, 1.0); glEnable(GL_DEPTH_TEST); if (Moving || Drawing) { /* * Don t texture while flying or drawing; it s too slow * Also, draw to the back buffer for smooth animation. */ glDisable(GL_TEXTURE_2D); glDrawBuffer(GL_BACK); } else { /* * Enable textures when we ve stopped moving or drawing. * This generates a nice scene that we can printout or * save to a bitmap file * * Because it takes longer, we draw to the front buffer * so the user can see some progress */ glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glDrawBuffer(GL_FRONT); }; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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