今天上課老師讓我們安裝3D Exploration
#define GL_BGR_EXT 0x80E0
#define GL_BGRA_EXT 0x80E1
輸入兩行程式碼宣告
這兩行因為這裡用不到,所以先用"//"取消程式碼
將程式碼原本的旋轉跟縮放取消
並加入兩行程式碼讓他站著轉動就好
glRotatef (nAngle,0,1,0);
glScalef(3,3,3);
像這樣左右轉動
接下來學習用maya切割模型,用.obj存檔
我沒有裁切完成,總會少幾個零件,不過怎麼匯入匯出我會了
再接著老師教我們hw4怎麼做,先讓我們複製老師的程式碼
#include <GL/glut.h>
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
///下面是從 GLUT專案main.cpp剪貼來的
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);
///下面是從 GLUT專案main.cpp剪貼來的
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();
}

















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