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{
GLfloat Diffuse[4] = {0.6f, 0.6f, 0.6f, 1.0f};
GLfloat Specular[4] = {0.8f, 0.8f, 0.8f, 1.0f};
GLfloat Ambient[4] = {0.2f, 0.2f, 0.2f, 1.0f};
// color
glClearColor(0.0F,0.0F,0.0F,1.0F);
glEnable(GL_COLOR_MATERIAL);
//lighting
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, Diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, Specular);
glLightfv(GL_LIGHT0, GL_AMBIENT, Ambient);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
// rendu
glEnable(GL_LINE_STIPPLE);
glShadeModel(GL_SMOOTH);
// hidden face
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// transparence
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
} |
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