/* * (c) Copyright 1993, Silicon Graphics, Inc. * ALL RIGHTS RESERVED * Permission to use, copy, modify, and distribute this software for * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission. * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States. Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. */ /* * cube.c * Draws a 3-D cube, viewed with perspective, stretched * along the y-axis. */ #include #include #include #include "glaux.h" /* Clear the screen. Set the current color to white. * Draw the wire frame cube. */ void display (void) { glClear(GL_COLOR_BUFFER_BIT); glColor3f (1.0, 1.0, 1.0); glLoadIdentity (); /* clear the matrix */ glTranslatef (0.0, 0.0, -5.0); /* viewing transformation */ glScalef (1.0, 2.0, 1.0); /* modeling transformation */ auxWireCube(1.0); /* draw the cube */ glFlush(); } void myinit (void) { glShadeModel (GL_FLAT); } /* Called when the window is first opened and whenever * the window is reconfigured (moved or resized). */ void myReshape(GLsizei w, GLsizei h) { glMatrixMode (GL_PROJECTION); /* prepare for and then */ glLoadIdentity (); /* define the projection */ glFrustum (-1.0, 1.0, -1.0, 1.0, 1.5, 20.0); /* transformation */ glMatrixMode (GL_MODELVIEW); /* back to modelview matrix */ glViewport (0, 0, w, h); /* define the viewport */ } /* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition (0, 0, 500, 500); auxInitWindow (argv[0]); myinit (); auxReshapeFunc (myReshape); auxMainLoop(display); }