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Why the SECOND for loop square wont display one>?Please help Thanks static GLfloat xRot=0.0f; static GLfloat yRot=0.0f; //light values and co-ordinates GLfloat ambientLight[]={10.3f,10.3f,10.3f,10.0f}; GLfloat diffuseLight[]={10.7f,10.7f,10.7f,10.0f}; GLfloat specular[]={10.0f,10.0f,10.0f,10.0f}; GLfloat specref[]={10.0f,10.0f,10.0f,10.0f}; GLfloat xF=-60.0; GLfloat yS=-40.0; GLfloat xF1=-40.0; GLfloat yS1=-60.0; GLfloat a=80.0f; GLfloat b=80.0f; GLfloat c=60.0f; GLfloat d=60.0f; //reset flags as appropriate in response to menu selections //called to draw scene void DisplayScene(void) { //clear the window glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //SAVE MATRIX STATE AN DO THE ROTATION glPushMatrix(); glRotatef(xRot,1.0f,0.0f,0.0f); glRotatef(yRot,0.0f,1.0f,0.0f); glBegin(GL_QUADS); glColor3f(0.0f,0.0f,1.0f); // Draw A Quad glVertex3f(-80.0f, 80.0f,0.0f); // Top Left glVertex3f( 80.0f, 80.0f, 0.0f); // Top Right glVertex3f( 80.0f,-80.0f, 0.0f); // Bottom Right glVertex3f(-80.0f,-80.0f, 0.0f); // Bottom Left for(int j=0;j<4;j++) { glColor3f(1.0f,1.0f,0.0f); glVertex3f(xF, a, 0.0f); glVertex3f(yS, b, 0.0f); glVertex3f(xF1,c, 0.0f); glVertex3f(yS1,d, 0.0f); xF+=40.0f; yS+=40.0f; xF1+=40.0f; yS1+=40.0f; } glEnd(); //Restore transformations glPopMatrix(); //Flush drawing commands glutSwapBuffers(); } void MyInit() { //Black background glClearColor(1.0f, 0.0f, 0.0f, 0.0f); //Enable depth testing glEnable(GL_DEPTH_TEST); //Enable lighting glEnable(GL_LIGHTING); //Setup and enable light 0 glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight); glLightfv(GL_LIGHT0, GL_SPECULAR, specular); glEnable(GL_LIGHT0); //Enable color tracking glEnable(GL_COLOR_MATERIAL); //Set material properties to follow glColor values glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); //All materials hereafter have full specular reflectivity //with a high shine glMaterialfv(GL_FRONT, GL_SPECULAR, specref); glMateriali(GL_FRONT, GL_SHININESS, 120); //set drawing color to blue glColor3ub(0, 0, 255); } void SpecialKeys(int key, int x, int y) { if(key == GLUT_KEY_UP) xRot -= 5.0f; if(key == GLUT_KEY_DOWN) xRot += 5.0f; if(key == GLUT_KEY_LEFT) yRot -= 5.0f; if(key == GLUT_KEY_RIGHT) yRot += 5.0f; //Refresh the window glutPostRedisplay(); } void ChangeSize(int w, int h) { GLfloat lightPos[] = {-50.0f, 50.0f, 100.0f, 1.0f}; GLfloat nRange = 100.9f; //Prevent a divide by zero if(h == 0) h = 1; //Set viewport to window dimensions glViewport(0, 0, w, h); //Reset projection matrix stack glMatrixMode(GL_PROJECTION); glLoadIdentity(); //Establish clipping volume(left, right, bottom, top, near, far) if(w <= h) glOrtho(-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange); else glOrtho(-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange); //Reset model view matrix stack glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glLightfv(GL_LIGHT0, GL_POSITION, lightPos); } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutCreateWindow("Create Menu"); glutReshapeFunc(ChangeSize); glutSpecialFunc(SpecialKeys); glutDisplayFunc(DisplayScene); MyInit(); glutMainLoop(); return 0; }

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You should really read a book about c++,

your initial values of

GLfloat xF=-60.0;
GLfloat yS=-40.0;
GLfloat xF1=-40.0;
GLfloat yS1=-60.0;

are changed during drawing !!!!

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