BOOL Init() {
GLfloat mat_specular[] = { 1.0, 1.0,1.0, 1.0 };
GLfloat mat_shininess[] = { 50.0 };
GLfloat light_position[] = { 1.0, 1.0, 0.0, 1.0 };
glMaterialfv(GL_LIGHT1, GL_SPECULAR, mat_specular);
glMaterialfv(GL_LIGHT1, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT1, GL_POSITION, light_position);
glShadeModel(GL_SMOOTH);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glDepthFunc(GL_LEQUAL);
if(BitmapLoad("flag.bmp", 0) == FALSE)
{
return (FALSE);
}
if(BitmapLoad("crate.bmp", 1) == FALSE)
{
return (FALSE);
}
if(BitmapLoad("flag2.bmp", 3) == FALSE)
{
return (FALSE);
}
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
} |