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Nov 20th, 2019
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  1. void renderScene()
  2. {
  3. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  4. glLoadIdentity();
  5. if (buttonState == 1)
  6. {
  7. thetaU += xMousePositionDifference * xAngleInPixels * 0.1;
  8. thetaV += yMousePositionDifference * yAngleInPixels * 0.1;
  9. }
  10. if (buttonState == 2)
  11. {
  12. radiusStart += radiusDifference * yAngleInPixels;
  13. }
  14. gluLookAt(observerPosition[0], observerPosition[1], observerPosition[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
  15. light_position[0] = radiusStart * cos(thetaU) * cos(thetaV);
  16. light_position[1] = radiusStart * sin(thetaV);
  17. light_position[2] = radiusStart * sin(thetaU) * cos(thetaV);
  18. glLightfv(GL_LIGHT0, GL_POSITION, light_position);
  19. Axes();
  20. Egg(50);
  21.  
  22.  
  23. glFlush();
  24. glutSwapBuffers();
  25. }
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