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- glRotatef(xrot, 1.0f, 0.0f, 0.0);
- glRotatef(yrot, 0.0f, 1.0f, 0.0);
- glTranslatef(-3.5f-xcam, ycam, -3.5f-zcam);
- glEnable (GL_DEPTH_TEST); //enable the depth testing
- glEnable (GL_LIGHTING); //enable the lighting
- glEnable (GL_LIGHT0);
- GLfloat specular[] = {1.0f-xcam, ycam+1.0, 1.0f-zcam, 1.0};
- glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, grnd);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glBegin(GL_QUADS);
- glTexCoord2i(0, 0);
- glVertex3f(0, 0, 0);
- glTexCoord2i(0, 1);
- glVertex3f(0, 0, 7.0f);
- glTexCoord2i(1, 1);
- glVertex3f(7.0f, 0, 7.0f);
- glTexCoord2i(1, 0);
- glVertex3f(7.0f, 0, 0);
- glEnd();
- glDisable(GL_TEXTURE_2D);
- glLoadIdentity();
- drawVoxel(2.f, 0.f, 2.f, tex);
- drawVoxel(1.f, 0.f, 1.f, tex);
- drawVoxel(2.f, 0.f, 2.f, tex);
- drawVoxel(3.f, 0.f, 3.f, tex);
- drawVoxel(4.f, 0.f, 4.f, tree);
- drawVoxel(4.f, 1.f, 4.f, tree);
- drawVoxel(4.f, 2.f, 4.f, tree);
- drawVoxel(4.f, 3.f, 4.f, tree);
- test.Flip();
- .
- .
- .
- glBegin(GL_QUADS);
- glTexCoord2i(0, 0);
- glNormal3f(0,1,0);
- glVertex3f(0, 0, 0);
- glTexCoord2i(0, 1);
- glNormal3f(0,1,0);
- glVertex3f(0, 0, 7.0f);
- glTexCoord2i(1, 1);
- glNormal3f(0,1,0);
- glVertex3f(7.0f, 0, 7.0f);
- glTexCoord2i(1, 0);
- glNormal3f(0,1,0);
- glVertex3f(7.0f, 0, 0);
- glEnd();
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