#include
GLfloat xRotated, yRotated, zRotated;
void Display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0,0.0,-4.0);
glRotatef(xRotated,1.0,0.0,0.0);
glRotatef(yRotated,0.0,1.0,0.0);
glRotatef(zRotated,0.0,0.0,1.0);
//glScalef(2.0,1.0,1.0);
glutWireCube(1.5);
glFlush(); //Finish rendering
glutSwapBuffers();
}
void Reshape(int x, int y)
{
if (y == 0 || x == 0) return; //Nothing is visible then, so return
//Set a new projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//Angle of view:40 degrees
//Near clipping plane distance: 0.5
//Far clipping plane distance: 20.0
gluPerspective(40.0,(GLdouble)x/(GLdouble)y,0.5,20.0);
glMatrixMode(GL_MODELVIEW);
glViewport(0,0,x,y); //Use the whole window for rendering
}
static int times = 0;
void Idle(void)
{
times++;
if(times >30000)
times = 0;
if(times %30000 == 0) { xRotated += 0.3; yRotated += 0.1; zRotated += -0.4; Display(); }
}
int main (int argc, char **argv)
{
//Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //For animations you should use double buffering
glutInitWindowSize(300,300);
//Create a window with rendering context and everything else we need
glutCreateWindow("Cube example");
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
xRotated = yRotated = zRotated = 0.0;
glClearColor(0.5,0.5,0.0,0.0);
//Assign the two used Msg-routines
glutDisplayFunc(Display);
glutReshapeFunc(Reshape);
glutIdleFunc(Idle);
//Let GLUT get the msgs
glutMainLoop();
return 0;
}
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