All pastes #284760 Raw Edit

DARKGuy

public cpp v1 · immutable
#284760 ·published 2006-12-19 07:44 UTC
rendered paste body
	while(1)	{		SDL_PollEvent(&ev);		keystate = SDL_GetKeyState(NULL);		if ( keystate[SDLK_ESCAPE] ){ exit(0); }				glClearColor(bg_r,bg_g,bg_b,bg_a);		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		glLoadIdentity();		glTranslatef(0.0f,0.0f,-5.0f);				if ( keystate[SDLK_UP] ){ glRotatef(xAngle,1.0f,0.0f,0.0f); }		xAngle += 1.0f;						glEnable(GL_TEXTURE_2D);		glBindTexture(GL_TEXTURE_2D, gl_texture);		glBegin(GL_QUADS);		glNormal3f( 0.0f, 0.0f, 1.0f);// Normal Pointing Towards Viewer   // Front Face		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);// Point 1 (Front)		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);// Point 2 (Front)		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);// Point 3 (Front)		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);// Point 4 (Front)   // Back Face		glNormal3f( 0.0f, 0.0f,-1.0f);// Normal Pointing Away From Viewer		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// Point 1 (Back)		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);// Point 2 (Back)		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);// Point 3 (Back)		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);// Point 4 (Back)   // Top Face		glNormal3f( 0.0f, 1.0f, 0.0f);// Normal Pointing Up		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);// Point 1 (Top)		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);// Point 2 (Top)		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);// Point 3 (Top)		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);// Point 4 (Top)   // Bottom Face		glNormal3f( 0.0f,-1.0f, 0.0f);// Normal Pointing Down		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// Point 1 (Bottom)		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);// Point 2 (Bottom)		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);// Point 3 (Bottom)		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);// Point 4 (Bottom)   // Right face		glNormal3f( 1.0f, 0.0f, 0.0f);/ Norma Pointing Right		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);// Point 1 (Right)		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);// Point 2 (Right)		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);// Point 3 (Right)		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);// Point 4 (Right)   // Left Face		glNormal3f(-1.0f, 0.0f, 0.0f);// Normal Pointing Left		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// Point 1 (Left)		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);// Point 2 (Left)		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);// Point 3 (Left)		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);// Point 4 (Left)		glEnd();// Done Drawing Quads				glFlush();		SDL_GL_SwapBuffers();		SDL_Delay(1);	}}