先安裝3D Explorer然後開啟Gundam.obj檔
另存新檔為.cpp檔(Sample App)
開啟CodeBlocks開OpenGL專案
將Gundam.cpp檔放入OpenGL的資料夾內
移除掉main.c加入檔案Gundam.cpp
Build&Run有錯誤 加入程式碼在第一第二行
#define GL_BGR_EXT 0x80E0
#define GL_BGRA_EXT 0x80E1
再將Palette兩行註解//掉
將內建的旋轉跟放大參數註解掉
換成
glRotatef( nAngle, 0, 1, 0);
glScalef(3, 3, 3);
-----------------------------------------------------------------------------------------------------------------------
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
int main( int argc, char**argv)
{
glutInit( &argc, argv);
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week12 hw4");
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
}
將freeglut/bin/freeglut.dll移出
CodeBlocks會Reload一次
Build&Run會發生錯誤 找不到freeglut.dll文件
再將剛剛移出的freeglut.dll放入week12 hw4的資料夾內



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