rendered paste body#include <SDL/SDL.h>#include <GL/gl.h>int main (int argc, char *argv[]) { SDL_Event event; float theta = 0.0f; SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); SDL_Init(SDL_INIT_VIDEO); SDL_SetVideoMode(600, 300, 0, SDL_OPENGL | SDL_HWSURFACE | SDL_NOFRAME); glViewPort(0, 0, 600, 300); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glShadeMode(GL_SMOOTH); glMatrixMode(GL_PROJECTION); glMatrixMode(GL_MODELVIEW); int done; for (done = 0; !done;) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f, 0.0f, 0.0f); glRotate(theta, 0.0f, 0.0f, 1.0f); glBegin(GL_TRIANGLES); glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.87f, -0.5f); glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(-0.87f, -0.5); glEnd(); theta += .5f; SDL_GL_SwapBuffers(); SDL_PollEvent(&event); if (event.key.keysym.sym = SDLK_ESCAPE) done = 1; }}