2014 電腦圖學 Computer Graphics 授課教師: 葉正聖 銘傳大學資訊傳播工程系 每週主題: 程式環境、點線面顏色、移動/旋轉/縮放與矩陣(Matrix)、階層性關節轉動(T-R-T)、做出機器人、打光、貼圖、glu/glut函式、鍵盤、滑鼠、計時器(timer)、讀入3D模型、粒子系統、聲音、特效、投影矩陣、攝影機與運鏡、機器人2.0、期末作品
2014年6月12日 星期四
#include <GL/glut.h>
#include <stdio.h>
float angle=0;
void keyboard(unsigned char key , int x , int y)
{
printf("%c %d %d\n",key,x,y);
if(key=='a') angle+=3;
if(key=='b') angle-=3;
glutPostRedisplay();
//glutSwapBuffers();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef(angle,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
#include <stdio.h>
float angle=0;
void keyboard(unsigned char key , int x , int y)
{
printf("%c %d %d\n",key,x,y);
if(key=='a') angle+=3;
if(key=='b') angle-=3;
glutPostRedisplay();
//glutSwapBuffers();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef(angle,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
打光
#include <GL/glut.h>
#include <stdio.h>
float angle=0;
void keyboard(unsigned char key , int x , int y)
{
printf("%c %d %d\n",key,x,y);
if(key=='a') angle+=3;
if(key=='b') angle-=3;
glutPostRedisplay();
//glutSwapBuffers();
}
void myLight()
{
const GLfloat light_position[] = {2.0f, 5.0f,0.0f,0.0f};
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef(angle,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
用滑鼠轉動(x軸)
#include <GL/glut.h>
#include <stdio.h>
float angleX=0, startX=0;
void mouse(int button,int state , int x , int y)
{
printf("%c %d %d\n",button,state,x,y);
startX=x;
glutPostRedisplay();
//glutSwapBuffers();
}
void motion(int x,int y)
{
printf("%d %d\n,x,y");
angleX=x - startX;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = {2.0f, 5.0f,0.0f,0.0f};
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef(angleX,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myLight();
glutMainLoop();
}
#include <GL/glut.h>
#include <stdio.h>
float angleX=0, startX=0;
void mouse(int button,int state , int x , int y)
{
printf("%c %d %d\n",button,state,x,y);
startX=x;
glutPostRedisplay();
//glutSwapBuffers();
}
void motion(int x,int y)
{
printf("%d %d\n,x,y");
angleX=x - startX;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = {2.0f, 5.0f,0.0f,0.0f};
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef(angleX,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myLight();
glutMainLoop();
}
2014年6月9日 星期一
鍵盤與滑鼠
滑鼠
#include <GL/glut.h>#include <stdio.h>
#include <math.h>
float m[16]={1,0,0,0, 0,1,0,0 , 0,0,1,0, 0,0,0,1};
float angleX=0,angleY=0;
float startX=0,startY=0;
void mouse(int button,int state,int x,int y)
{
printf("%d %d %d %d\n",button,state,x,y);
startX=x;
startY=y;
}
void motion(int x,int y)
{
printf("%d %d\n",x,y);
angleX=x-startX; startX=x;
angleY=y-startY; startY=y;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x,int y)
{
printf("%c %d %d\n",key,x,y);//xy座標
if(key=='a') angleX +=3;
if(key=='b') angleX -=3;
glutPostRedisplay();
}
void mylight()//打光
{
const GLfloat light_position[] = { 2.0f, 5.0f, 0.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
/* glRotatef(angleX,0,1,0);
glRotatef(angleY,1,0,0);
glutSolidTeapot(0.3);
*/
float dist=sqrt(angleX*angleX+angleY*angleY);
glRotatef(dist,-angleY,-angleX,0);
glMultMatrixf(m);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
mylight();
glutMainLoop();
}
==================
鍵盤
#include <GL/glut.h>
#include <stdio.h>
float angleX=0;
void keyboard(unsigned char key, int x,int y)
{
printf("%c %d %d\n",key,x,y);//xy座標
if(key=='a') angleX +=3;
if(key=='b') angleX -=3;
glutPostRedisplay();
}
void mylight()//打光
{
const GLfloat light_position[] = { 2.0f, 5.0f, 0.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
mylight();
glutMainLoop();
}
#include <stdio.h>
float angleX=0;
void keyboard(unsigned char key, int x,int y)
{
printf("%c %d %d\n",key,x,y);//xy座標
if(key=='a') angleX +=3;
if(key=='b') angleX -=3;
glutPostRedisplay();
}
void mylight()//打光
{
const GLfloat light_position[] = { 2.0f, 5.0f, 0.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
mylight();
glutMainLoop();
}
2014年4月29日 星期二
2014年4月25日 星期五
Week10
void keyboard(unsigned char key, int x, int y)
{
printf("%uc %d %d\n", key, x, y);
if(key=='a')angleX+=5;
if(key=='b')angleX-=5;
glutPostRedisplay();
}
開小黑窗
專案1按右鍵>>專案選項>>一般>>類型>>Win32 Console
滑鼠的(x,y)
printf("%c %d %d\n",key,x,y);
打光
void myLight()
{
const GLfloat light_position[]={2.0f,5.0f,-5.0,0.0f};
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
}
記得開啟深度測試
glEnable(GL_DEPTH_TEST);
用滑鼠轉動茶壺(以y軸為中心旋轉)
void mouse(int button, int state, int x, int y)
{
printf("%d %d %d\n", button, state, x, y);
startX=x;
}
void motion(int x, int y)
{
printf("%d %d\n",x, y);
angleX=x-startX;
glutPostRedisplay();
}
用滑鼠轉動茶壺(以x軸為中心旋轉)
void mouse(int button, int state, int x, int y)
{
printf("%d %d %d %d\n", button, state, x, y);
startX=x;
startY=y;
}
void motion(int x, int y)
{
printf("%d %d\n",x, y);
angleX+=x-startX; startX=x;
angleY+=y-startY; startY=y;
glutPostRedisplay();
}
最後程式碼:
#include<GL/glut.h>
#include<stdio.h>
#include<math.h>
float angleX=0,startX=0;
float angleY=0,startY=0;
float m[16]={1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
void mouse(int button, int state, int x, int y)
{
printf("%d %d %d\n", button, state, x, y);
startX=x;
startY=y;
}
void motion(int x, int y)
{
printf("%d %d\n",x, y);
angleX=x-startX; startX=x;
angleY=y-startY; startY=y;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
printf("%c %d %d\n",key,x,y);
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
float dist=sqrt(angleX*angleX+angleY*angleY);
glRotatef(dist,-angleY,-angleX,0);
glMultMatrixf(m);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
#include<GL/glut.h>
#include<stdio.h>
#include<math.h>
float angleX=0,startX=0;
float angleY=0,startY=0;
float m[16]={1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
void mouse(int button, int state, int x, int y)
{
printf("%d %d %d\n", button, state, x, y);
startX=x;
startY=y;
}
void motion(int x, int y)
{
printf("%d %d\n",x, y);
angleX=x-startX; startX=x;
angleY=y-startY; startY=y;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
printf("%c %d %d\n",key,x,y);
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
float dist=sqrt(angleX*angleX+angleY*angleY);
glRotatef(dist,-angleY,-angleX,0);
glMultMatrixf(m);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
旋轉角度01160581
#include<GL/glut.h>
#include<stdio.h>
float angleX=0,startX=0;
void keyboard(unsigned char key, int x, int y)
{
printf("%c %d %d\n",key,x,y);//KEY鍵 滑鼠的x,y座標
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
glutPostRedisplay();//改變角度後,重新re-display
}
void mouse(int button, int state, int x, int y)
{
printf("%d %d %d %d\n",button, state, x, y);
startX=x;
}
void motion(int x, int y)
{
printf("%d %d\n", x, y);
//angleX= x - startX;
//angleY= y - startY;這兩行如果滑鼠放掉又會變成圓點開始。
angleX += x - startX; startX=x;
angleY += y - startY; startY=y;//這樣才可以累加
glutPostRedisplay();
}
void display()
{
glEnable(GL_DEPTH_TEST);//多加一行深度測試,不然水壺會變透明的
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); float dist = sqrt (angleX*angleX + angleY*angleY);//運算距離 glRotatef(dist, -angleY, -angleX, 0); glMultMatrixf(m); glGetFloatv(GL_MODELVIEW_MATRIX,m); glutSolidTeapot(0.3); glPopMatrix(); glutSwapBuffers();
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };//用專案複製就好
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);//修改視窗大小
glutCreateWindow("week10");
glutDisplayFunc(display);
//glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myLight();
glutMainLoop();
}
#include<stdio.h>
float angleX=0,startX=0;
void keyboard(unsigned char key, int x, int y)
{
printf("%c %d %d\n",key,x,y);//KEY鍵 滑鼠的x,y座標
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
glutPostRedisplay();//改變角度後,重新re-display
}
void mouse(int button, int state, int x, int y)
{
printf("%d %d %d %d\n",button, state, x, y);
startX=x;
}
void motion(int x, int y)
{
printf("%d %d\n", x, y);
//angleX= x - startX;
//angleY= y - startY;這兩行如果滑鼠放掉又會變成圓點開始。
angleX += x - startX; startX=x;
angleY += y - startY; startY=y;//這樣才可以累加
glutPostRedisplay();
}
void display()
{
glEnable(GL_DEPTH_TEST);//多加一行深度測試,不然水壺會變透明的
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); float dist = sqrt (angleX*angleX + angleY*angleY);//運算距離 glRotatef(dist, -angleY, -angleX, 0); glMultMatrixf(m); glGetFloatv(GL_MODELVIEW_MATRIX,m); glutSolidTeapot(0.3); glPopMatrix(); glutSwapBuffers();
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };//用專案複製就好
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);//修改視窗大小
glutCreateWindow("week10");
glutDisplayFunc(display);
//glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myLight();
glutMainLoop();
}
茶壺轉轉
/*鍵盤控制*/
#include <GL/glut.h>
#include <stdio.h>
float angleX=0;
void keyboard(unsigned char key, int x,int y)
{
printf("%c %d %d\n",key,x,y);//xy座標
if(key=='a') angleX +=3;
if(key=='b') angleX -=3;
glutPostRedisplay();
}
void mylight()//打光
{
const GLfloat light_position[] = { 2.0f, 5.0f, 0.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
mylight();
glutMainLoop();
}
#include <GL/glut.h>
#include <stdio.h>
float angleX=0;
void keyboard(unsigned char key, int x,int y)
{
printf("%c %d %d\n",key,x,y);//xy座標
if(key=='a') angleX +=3;
if(key=='b') angleX -=3;
glutPostRedisplay();
}
void mylight()//打光
{
const GLfloat light_position[] = { 2.0f, 5.0f, 0.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX,0,1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
mylight();
glutMainLoop();
}
/*滑鼠控制*/
void mouse(int button,int state,int x,int y)
{
printf("%d %d %d %d\n",button,state,x,y);
startX=x;
}
void motion(int x,int y)
{
printf("%d %d\n",x,y);
angleX=x-startX;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x,int y)
{
printf("%c %d %d\n",key,x,y);//xy座標
if(key=='a') angleX +=3;
if(key=='b') angleX -=3;
glutPostRedisplay();
}
/*加上y軸控制*/
void mouse(int button,int state,int x,int y)
{
printf("%d %d %d %d\n",button,state,x,y);
startX=x;
startY=y;
}
void motion(int x,int y)
{
printf("%d %d\n",x,y);
angleX+=x-startX; startX=x;
angleY+=y-startY; startY=y;
glutPostRedisplay();
}
/*完整版*/
#include <GL/glut.h>
#include <stdio.h>
#include <math.h>
float m[16]={1,0,0,0, 0,1,0,0 , 0,0,1,0, 0,0,0,1};
float angleX=0,angleY=0;
float startX=0,startY=0;
void mouse(int button,int state,int x,int y)
{
printf("%d %d %d %d\n",button,state,x,y);
startX=x;
startY=y;
}
void motion(int x,int y)
{
printf("%d %d\n",x,y);
angleX=x-startX; startX=x;
angleY=y-startY; startY=y;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x,int y)
{
printf("%c %d %d\n",key,x,y);//xy座標
if(key=='a') angleX +=3;
if(key=='b') angleX -=3;
glutPostRedisplay();
}
void mylight()//打光
{
const GLfloat light_position[] = { 2.0f, 5.0f, 0.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
/* glRotatef(angleX,0,1,0);
glRotatef(angleY,1,0,0);
glutSolidTeapot(0.3);
*/
float dist=sqrt(angleX*angleX+angleY*angleY);
glRotatef(dist,-angleY,-angleX,0);
glMultMatrixf(m);
glGetFloatv(GL_MODELVIEW_MATRIX,m);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week10");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
mylight();
glutMainLoop();
}
訂閱:
文章 (Atom)












