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332 | camera.u = vec3 (0, 1, 0); |
332 | camera.u = vec3 (0, 1, 0); |
333 | camera.w = w; camera.h = h; |
333 | camera.w = w; camera.h = h; |
334 | camera.fov = 35; |
334 | camera.fov = 35; |
335 | camera.z_near = 1.; |
335 | camera.z_near = 1.; |
336 | |
336 | |
337 | glMatrixMode (GL_MODELVIEW); |
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338 | glLoadIdentity (); |
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339 | |
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340 | glEnable (GL_CULL_FACE); |
337 | glEnable (GL_CULL_FACE); |
341 | glEnable (GL_DEPTH_TEST); |
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342 | |
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343 | glShadeModel (GL_SMOOTH); |
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344 | |
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345 | glEnable (GL_LIGHTING); |
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346 | glEnable (GL_LIGHT0); |
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347 | |
338 | |
348 | init_shaders (); |
339 | init_shaders (); |
349 | |
340 | |
350 | osama_material osa_mat; |
341 | osama_material osa_mat; |
351 | |
342 | |
… | |
… | |
372 | |
363 | |
373 | osa_mat.begin (); |
364 | osa_mat.begin (); |
374 | |
365 | |
375 | camera.begin (); |
366 | camera.begin (); |
376 | camera.pass (view::DEPTH); |
367 | camera.pass (view::DEPTH); |
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368 | camera.pass (view::POSTDEPTH); |
377 | camera.pass (view::LIGHTED); |
369 | camera.pass (view::LIGHTED); |
378 | camera.end (); |
370 | camera.end (); |
379 | |
371 | |
380 | SDL_GL_SwapBuffers (); |
372 | SDL_GL_SwapBuffers (); |
381 | timer.frame (); |
373 | timer.frame (); |