alles neu

Die Objkte sind jetzt in einzelnen Dateien.
Die Tastatur regelt die Rotation der Szene.
lesson2.c wurde in animation.c umbenannt und entsprechend bearbeitet.
This commit is contained in:
Eri - 2014-01-25 18:27:39 +01:00
parent 930291bd67
commit 9dd86a266b
8 changed files with 133 additions and 139 deletions

View File

@ -17,6 +17,7 @@
#include "slash.h" #include "slash.h"
#include "openBracket.h" #include "openBracket.h"
#include "closeBracket.h"
#define PI 3.1415 #define PI 3.1415
@ -30,6 +31,10 @@ float xrot = 0.0f;
float yrot = 0.0f; float yrot = 0.0f;
float zrot = 0.0f; float zrot = 0.0f;
float xrot_scene = 0.0f;
float yrot_scene = 0.0f;
float zrot_scene = 0.0f;
float i = 0.3; float i = 0.3;
int full = 0; int full = 0;
int oszi = 0; int oszi = 0;
@ -192,7 +197,7 @@ void ReSizeGLScene(int Width, int Height)
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
} }
void rota(int what) void rotate(int what)
{ {
usleep(10); usleep(10);
switch(what) switch(what)
@ -216,77 +221,6 @@ void rota(int what)
if (zrot >= 360) zrot = 0; if (zrot >= 360) zrot = 0;
} }
void DrawCloseBracket(){
// draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
// Down
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
// Bottom Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Up
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
// Left Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, -0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, -0.0f, 0.5f); // Bottom Left Of The Texture and Quad
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glEnd(); // done with the polygon
}
/* The main drawing function. */ /* The main drawing function. */
void DrawGLScene() void DrawGLScene()
{ {
@ -296,40 +230,35 @@ void DrawGLScene()
glTranslatef(0.0f,0.0f,-8.0f); // Move Left 1.5 Units And Into The Screen 6.0 glTranslatef(0.0f,0.0f,-8.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(xrot, 1.0f, 0.0f, 0.0f); glRotatef(xrot_scene, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 0.0f, 0.0f); glRotatef(yrot_scene, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f); glRotatef(zrot_scene, 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, sin((yrot*PI)/180), 0.0f); glTranslatef(0.0f, sin((yrot*PI)/180), 0.0f);
glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use. glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
glTranslatef(-3.0f, 0.0f, 0.0f); glTranslatef(-3.0f, 0.0f, 0.0f);
DrawOpenBracket( 0.0f, yrot, 0.0f); DrawOpenBracket( xrot, yrot, zrot, texture[0]);
glTranslatef(1.2f, 0.0f, 0.0f); glTranslatef(1.2f, 0.0f, 0.0f);
DrawOpenBracket( 0.0f, yrot, 0.0f); DrawOpenBracket( xrot, yrot, zrot, texture[0]);
glTranslatef(1.2f, 0.0f, 0.0f); glTranslatef(1.2f, 0.0f, 0.0f);
DrawOpenBracket( 0.0f, yrot, 0.0f); DrawOpenBracket( xrot, yrot, zrot, texture[0]);
glTranslatef(1.2f, 0.0f, 0.0f); glTranslatef(1.2f, 0.0f, 0.0f);
DrawSlash(0.0f, yrot, 0.0f); DrawSlash(xrot, yrot, zrot, texture[0]);
glTranslatef(1.2f, 0.0f, 0.0f); glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f); DrawCloseBracket(xrot, yrot, zrot, texture[0]);
DrawCloseBracket();
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
glTranslatef(1.2f, 0.0f, 0.0f); glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f); DrawCloseBracket(xrot, yrot, zrot, texture[0]);
DrawCloseBracket();
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
// swap buffers to display, since we're double buffered. // swap buffers to display, since we're double buffered.
glutSwapBuffers(); glutSwapBuffers();
if (oszi) rota(1); if (oszi) rotate(1);
} }
/* The function called whenever a key is pressed. */ /* The function called whenever a key is pressed. */
@ -359,10 +288,12 @@ void keyPressed(unsigned char key, int x, int y)
break; break;
case ' ': case ' ':
zrot += 5; zrot_scene += 5;
break;
case '0': zrot_scene = xrot_scene = yrot_scene = 0;
break; break;
case '0': zrot = xrot = yrot = 0; break;
case 27: glutDestroyWindow(window); case 27: glutDestroyWindow(window);
exit(0); exit(0);
default: default:
@ -378,20 +309,16 @@ void specialKeyPressed(int key, int x, int y)
switch (key) switch (key)
{ {
case GLUT_KEY_UP: case GLUT_KEY_UP:
xrot += 5; xrot_scene += 5;
oszi = 0;
break; break;
case GLUT_KEY_DOWN: case GLUT_KEY_DOWN:
xrot -= 5; xrot_scene -= 5;
oszi = 0;
break; break;
case GLUT_KEY_LEFT: case GLUT_KEY_LEFT:
yrot += 5; yrot_scene += 5;
oszi = 0;
break; break;
case GLUT_KEY_RIGHT: case GLUT_KEY_RIGHT:
yrot -= 5; yrot_scene -= 5;
oszi = 0;
break; break;
default: default:
break; break;

87
lesson02/closeBracket.c Normal file
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@ -0,0 +1,87 @@
#include <GL/glut.h> // Header File For The GLUT Library
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
void DrawCloseBracket(float xrot, float yrot, float zrot, GLuint texture)
{
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, texture);
// draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
// Down
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
// Bottom Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.4f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.4f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.0f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Top Left Of The Texture and Quad
// Up
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, 0.0f, -0.5f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
// Left Face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.2f, -0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.2f, -0.0f, 0.5f); // Bottom Left Of The Texture and Quad
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.2f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.2f, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.4f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.4f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glEnd(); // done with the polygon
glRotatef(xrot,-1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f,-1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f,-1.0f);
}
/* vim: set et sw=4 ts=4: */

6
lesson02/closeBracket.h Normal file
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@ -0,0 +1,6 @@
#ifndef CLOSEBRACKET_H
#define CLOSEBRACKET_H
void DrawCloseBracket(float xrot, float yrot, float zrot, GLuint texture);
#endif

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@ -5,47 +5,17 @@ COMPILERFLAGS = -Wall
CC = gcc CC = gcc
CFLAGS = $(COMPILERFLAGS) $(INCLUDE) CFLAGS = $(COMPILERFLAGS) $(INCLUDE)
LIBRARIES = -lX11 -lXi -lXmu -lglut -lGL -lGLU -lm LIBRARIES = -lX11 -lXi -lXmu -lglut -lGL -lGLU -lm
OBJECTS = $(patsubst %.c, %.o, $(wildcard ./*.c)) OBJECTS = $(patsubst %.c, %.o, $(wildcard *.c))
# for all, set the targets to be every lesson1.c-lesson13.c all : $(OBJECTS)
# file, removing the .c extension. That is, at this point, $(CC) $(CFLAGS) -o animation $(OBJECTS) $(LIBDIR) $(LIBRARIES)
# it would produce lesson1, lesson2, lesson3,...,lesson13 targets.
#
all: $(basename $(wildcard lesson[1-9].c lesson1[0-3].c))
# same as for all, except set the targets to be
# lessonX.tar.gz from lessonX.c. This is really
# only used to build smaller tutorial .tar.gz files
# to send to nehe.
#
dist: $(foreach file,$(basename $(wildcard lesson[1-9].c lesson1[0-3].c)),$(file).tar.gz)
# to produce, say, lesson1.tar.gz:
#
# 1. remove lesson1.tar.gz
# 2. build lesson1.tar containing README, makefile, lesson1.c, Data/lesson1/*.
# 3. gzip lesson1.tar.
#
lesson%.tar.gz :
tar cvf $(subst .tar.gz,.tar,$@) README makefile $(subst .tar.gz,.c,$@) $(wildcard Data/$(subst .tar.gz,,$@)/*); \
gzip $(subst .tar.gz,.tar,$@);
# to produce, say, lesson1:
#
# 1. compile the thing. uses the variables defined above.
#
lesson% : lesson%.o $(OBJECTS)
$(CC) $(CFLAGS) -o $@ $(OBJECTS) $(LIBDIR) $(LIBRARIES)
# to clean up: # to clean up:
# delete all of the lessonX files.
clean: clean:
rm $(wildcard lesson[1-9] lesson1[0-3]) rm -f ./animation;
rm -f *.o
# to clean up the distributions: # to compile all .c
# delete all of the lessonX.tar.gz files.
distclean:
rm $(wildcard lesson[1-9].tar.gz lesson1[0-3].tar.gz)
%.o: %.c %.o: %.c
$(CC) -c -o $@ $< $(CC) -c -o $@ $<

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@ -3,12 +3,14 @@
#include <GL/glu.h> // Header File For The GLu32 Library #include <GL/glu.h> // Header File For The GLu32 Library
void DrawOpenBracket(float xrot, float yrot, float zrot) void DrawOpenBracket(float xrot, float yrot, float zrot, GLuint texture)
{ {
glRotatef(xrot, 1.0f, 0.0f, 0.0f); glRotatef(xrot, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f); glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f); glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, texture);
// draw a square (quadrilateral) // draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided) glBegin(GL_QUADS); // start drawing a polygon (4 sided)

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@ -1,11 +1,11 @@
#ifndef SLASH_H #ifndef OPENBRACKET_H
#define SLASH_H #define OPENBRACKET_H
/* /*
* Draw a textured 2 boxed sharp opening bracket * Draw a textured 2 boxed sharp opening bracket
* rotate the object with the 3 args * rotate the object with the 3 args
*/ */
void DrawOpenBracket(float xrot, float yrot, float zrot); void DrawOpenBracket(float xrot, float yrot, float zrot, GLuint texture);
#endif #endif

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@ -3,12 +3,14 @@
#include <GL/glu.h> // Header File For The GLu32 Library #include <GL/glu.h> // Header File For The GLu32 Library
void DrawSlash(float xrot, float yrot, float zrot){ void DrawSlash(float xrot, float yrot, float zrot, GLuint texture){
glRotatef(xrot, 1.0f, 0.0f, 0.0f); glRotatef(xrot, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f); glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f); glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, texture); // choose the texture to use.
// draw a square (quadrilateral) // draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided) glBegin(GL_QUADS); // start drawing a polygon (4 sided)

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@ -6,6 +6,6 @@
* rotate the object with the 3 args * rotate the object with the 3 args
*/ */
void DrawSlash(float xrot, float yrot, float zrot); void DrawSlash(float xrot, float yrot, float zrot, GLuint texture);
#endif #endif