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Pyramid

Content type
User Generated
Subject
Computer Science
School
Southern New Hampshire University
Type
Homework
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/*
* OGL01Shape3D.cpp: 3D Shapes
*/
#include <windows.h> // for MS Windows
#include <GL/glut.h> // GLUT, include glu.h and gl.h
/* Global variables */
char title[] = "3D Shapes";
/* Initialize OpenGL Graphics */
void initGL() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and
opaque
glClearDepth(1.0f); // Set background depth to farthest
glEnable(GL_DEPTH_TEST); // Enable depth testing for z-culling
glDepthFunc(GL_LEQUAL); // Set the type of depth-test
glShadeModel(GL_SMOOTH); // Enable smooth shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice perspective
corrections
}
/* Handler for window-repaint event. Called back when the window first appears and
whenever the window needs to be re-painted. */
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth
buffers
glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix
// Render a color-cube consisting of 6 quads with different colors
glLoadIdentity(); // Reset the model-view matrix
glTranslatef(1.5f, 0.0f, -7.0f); // Move right and into the screen
glBegin(GL_TRIANGLES); // Begin drawing the pyramid with 4 triangles
// Front
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(-1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f);
// Right
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f);
// Back
glColor3f(1.0f, 0.0f, 0.0f); // Red

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/* * OGL01Shape3D.cpp: 3D Shapes */ #include // for MS Windows #include // GLUT, include glu.h and gl.h /* Global variables */ char title[] = "3D Shapes"; /* Initialize OpenGL Graphics */ void initGL() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and opaque glClearDepth(1.0f); // Set background depth to farthest glEnable(GL_DEPTH_TEST); // Enable depth testing for z-culling glDepthFunc(GL_LEQUAL); // Set the type of depth-test glShadeModel(GL_SMOOTH); // Enable smooth shading glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice perspect ...
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