c3d2 rotating yay

This commit is contained in:
Eri - 2014-01-24 12:33:49 +01:00
parent c6434642e9
commit a23c5b0159
1 changed files with 210 additions and 50 deletions

View File

@ -207,76 +207,214 @@ void rota(int what)
yrot += i;
zrot += i;
}
if (xrot > 360) xrot = 0;
if (yrot > 360) yrot = 0;
if (zrot > 360) zrot = 0;
if (xrot > 360) { xrot = 0; oszi = 0;}
if (yrot > 360) { yrot = 0; oszi = 0;}
if (zrot > 360) { zrot = 0; oszi = 0;}
}
void DrawBracket(float i){
void DrawOpenBracket(){
// 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(-1.0f + i, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.7f + i, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.2f + i, 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
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(-0.7f + i, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.2f + i, 0.0f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f + i, -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
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(-1.0f + i, -0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.7f + i, -0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
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(-0.7f + i, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.9f + i, 0.0f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.7f + i, -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
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(-1.0f + i, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f + i, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.2f + i, 0.0f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.2f + i, 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
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(-1.2f + i, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.9f + i, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, 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
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(-0.9f + i, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.2f + i, 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
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(-1.0f + i, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.7f + i, 0.5f, -0.5f); // Top Right Of The Texture and Quad
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(-1.2f + i, -0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f + i, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.2f + i, -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( 0.0f, 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(-0.9f + i, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.9f + i, 0.0f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.7f + i, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.7f + i, 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
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
}
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
}
void DrawSlash(){
// 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
}
@ -288,7 +426,7 @@ void DrawGLScene()
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,-6.0f); // 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(yrot, 0.0f, 1.0f, 0.0f);
@ -296,13 +434,35 @@ void DrawGLScene()
glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
DrawBracket(0);
glTranslatef(-3.0f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 1.0f, 0.0f);
DrawOpenBracket();
glRotatef(xrot, 0.0f,-1.0f, 0.0f);
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
DrawBracket(0.7);
glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 1.0f, 0.0f);
DrawOpenBracket();
glRotatef(xrot, 0.0f,-1.0f, 0.0f);
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
DrawBracket(1.4);
glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 1.0f, 0.0f);
DrawOpenBracket();
glRotatef(xrot, 0.0f,-1.0f, 0.0f);
glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 0.0f, 1.0f);
DrawSlash();
glRotatef(xrot, 0.0f, 0.0f,-1.0f);
glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 1.0f, 0.0f);
DrawCloseBracket();
glRotatef(xrot, 0.0f,-1.0f, 0.0f);
glTranslatef(1.2f, 0.0f, 0.0f);
glRotatef(xrot, 0.0f, 1.0f, 0.0f);
DrawCloseBracket();
glRotatef(xrot, 0.0f,-1.0f, 0.0f);
// swap buffers to display, since we're double buffered.
glutSwapBuffers();