CG
CG
CG
h>
default:
break;
}
}
void InitGL(void)
{
glShadeModel(GL_SMOOTH); // Enable
Smooth Shading
glClearColor(0.0f, 1.0f, 1.0f, 0.5f); // Black
Background
glClearDepth(1.0f); //
Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables
Depth Testing
glDepthFunc(GL_LEQUAL); // The Type
Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice
Perspective Calculations
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void DrawGLScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glBegin(GL_QUADS);
//Start Polygon 2
glVertex2d(30, 47);
glVertex2d(30, 73);
glVertex2d(20, 73);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2d(20, 47);
glVertex2d(25, 90);
glVertex2d(70, 90);
glVertex2d(73, 73);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2d(30, 73);
glVertex2d(30, 73);
glVertex2d(73,73);
glVertex2d(73, 47);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2d(30, 47);
//End Polygon 2
glEnd();
glVertex2d(25, 90);
glVertex2d(30, 73);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2d(20, 73);
glEnd();
// End Triangle For Polygon 2
glFlush();
}