void onInit() { //Shading states glShadeModel(GL_SMOOTH); //glShadeModel(GL_FLAT); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //glPolygonMode(GL_FRONT,GL_LINE); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); //Depth states glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); //glDisable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); glCullFace(GL_BACK); //Blending function glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); //Set projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, (float)WIDTH/HEIGHT, 1.0f, 1000.0f); glViewport(0, 0, WIDTH, HEIGHT); //Set view matrix glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //float amb[4] = {1.0, 1.0, 1.0, 1.0}; //float spec[4] = {1.0, 1.0, 1.0, 1.0}; //float diff[4] = {1.0, 1.0, 1.0, 1.0}; float amb[4] = {0.5, 0.5, 0.5, 1.0}; float spec[4] = {1.0, 1.0, 1.0, 1.0}; float diff[4] = {1.0, 1.0, 1.0, 1.0}; // glEnable(GL_LIGHTING); // glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, amb); glLightfv(GL_LIGHT0, GL_SPECULAR, spec); glLightfv(GL_LIGHT0, GL_DIFFUSE, diff); glLightfv(GL_LIGHT0, GL_POSITION, lightPos); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightDir); glClearColor(0.9,0.9,0.9,1.0); //3ds object = new CModel_3DS("..\\content\\box.3ds"); q = gluNewQuadric(); //Ladda shader reloadShader(); //Ladda textur texture1 = new Texture("..\\content\\color_map.png", 6); texture2 = new Texture("..\\content\\normal_map.png", 6); texture3 = new Texture("..\\content\\skybox\\craterlake_north.bmp",6); texture4 = new Texture("..\\content\\skybox\\craterlake_south.bmp",6); texture5 = new Texture("..\\content\\skybox\\craterlake_west.bmp",6); texture6 = new Texture("..\\content\\skybox\\craterlake_east.bmp",6); texture7 = new Texture("..\\content\\skybox\\craterlake_up.bmp",6); texture8 = new Texture("..\\content\\skybox\\craterlake_down.bmp",6);