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[OpenGL] Jak podzielić kod programu na 2 pliki ?

Ostatnio zmodyfikowano 2013-03-17 14:48
Autor Wiadomość
nextt1994
Temat założony przez niniejszego użytkownika
[OpenGL] Jak podzielić kod programu na 2 pliki ?
» 2013-03-17 14:18:18
Nie wiem jak to zrobić, chciałbym przenieść jedną z funkcji w której buduje sobie mapke bo to za dużo kodu jest by tak w głównym pliku to było.
Może ktoś pomóc.
a Oto Kod Programu (Chodzi mi o funkcje "mapa_a" by ja w inny plik wrzucić.

C/C++
#include <windows.h>             
#define GLUT_DISABLE_ATEXIT_HACK 
#include <gl/glut.h>
#include <gl/SOIL.h>
#include <gl/glu.h>
#include <gl/gl.h>
#include <stdlib.h>
#include <math.h>
float xpos = 175, ypos = - 25, zpos = 225, xrot = 0, yrot = 0, angle = 0.0, mx1 =- 400, my1 =- 800; // wstępne ustawienie kamery
float step = 0.08, step2 =- 0.03, step3 = 0.03; // prędkości
float xx = 0, yy = 0, zz = 0;
GLuint texture[ 10 ];

int LoadGLTextures() {
    texture[ 1 ] = SOIL_load_OGL_texture( "podloga.bmp",
    SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y );
    if( texture[ 1 ] == 0 ) return false;
   
    texture[ 2 ] = SOIL_load_OGL_texture( "tekstura.bmp",
    SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y );
    if( texture[ 2 ] == 0 ) return false;
   
    texture[ 3 ] = SOIL_load_OGL_texture( "tekstura2.bmp",
    SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y );
    if( texture[ 3 ] == 0 ) return false;
   
    texture[ 4 ] = SOIL_load_OGL_texture( "tekstura3.bmp",
    SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y );
    if( texture[ 4 ] == 0 ) return false;
   
    texture[ 5 ] = SOIL_load_OGL_texture( "tekstura4.bmp",
    SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y );
    if( texture[ 5 ] == 0 ) return false;
   
    texture[ 6 ] = SOIL_load_OGL_texture( "niebo2.bmp",
    SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y );
    if( texture[ 6 ] == 0 ) return false;
   
    texture[ 7 ] = SOIL_load_OGL_texture( "tekstura10.bmp",
    SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y );
    if( texture[ 7 ] == 0 ) return false;
   
    texture[ 8 ] = SOIL_load_OGL_texture( "obrazek5.bmp",
    SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y );
    if( texture[ 8 ] == 0 ) return false;
   
    texture[ 9 ] = SOIL_load_OGL_texture( "obrazek6.bmp",
    SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y );
    if( texture[ 9 ] == 0 ) return false;
   
    texture[ 9 ] = SOIL_load_OGL_texture( "tekstura10.bmp",
    SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y );
    if( texture[ 9 ] == 0 ) return false;
   
   
   
   
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    return true; // Return Success
}
///////////////////////////////////////////////////////////////////////////////



void ruch_myszka( int mx, int my )
{
    xrot = my + my1;
    yrot = mx + mx1;
    mx = mx1;
    my = my1;
   
   
}
void animacja( int val )
{
    angle += step;
    xx += step; //przesuwamy kulke
    yy -= step2; //
    zz += step3; //
    //<<
    if( xx + 10 >= 30 ) //
         step *=- 1; //
   
    if( xx - 10 <=- 30 ) //  Kolizja kulki
         step *=- 1; //
   
    if( yy + 10 >= 30 ) //
         step2 *=- 1; //
   
    if( yy - 10 <=- 30 ) //
         step2 *=- 1; //
   
    if( zz + 10 >= 30 ) //
         step3 *=- 1; //
   
    if( zz - 10 <=- 30 ) //
         step3 *=- 1; //
    //<<
    if( angle > 360.0f )
         angle = 0.0;
   
    glutPostRedisplay();
}


void kamera( void ) {
    glRotatef( xrot, 1.0, 0.0, 0.0 ); //lewo, prawo
    glRotatef( yrot, 0.0, 1.0, 0.0 ); //góra, dół
    glTranslated( - xpos, - ypos, - zpos );
}
void mapa_a( void ) {
    // Skrzynka 1
    glBindTexture( GL_TEXTURE_2D, texture[ 7 ] );
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 360, - 30, 300 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 360, - 30, 340 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 360, 10, 340 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 360, 10, 300 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 320, - 30, 300 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 320, - 30, 340 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 320, 10, 340 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 320, 10, 300 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 360, - 30, 340 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 320, - 30, 340 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 320, 10, 340 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 360, 10, 340 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 360, - 30, 300 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 320, - 30, 300 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 320, 10, 300 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 360, 10, 300 );
    glEnd();
    // Skrzynka 2
    glBindTexture( GL_TEXTURE_2D, texture[ 7 ] );
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 360, - 30, 200 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 360, - 30, 240 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 360, 10, 240 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 360, 10, 200 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 320, - 30, 200 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 320, - 30, 240 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 320, 10, 240 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 320, 10, 200 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 360, - 30, 240 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 320, - 30, 240 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 320, 10, 240 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 360, 10, 240 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 360, - 30, 200 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 320, - 30, 200 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 320, 10, 200 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 360, 10, 200 );
    glEnd();
   
    // Skrzynka 3
    glBindTexture( GL_TEXTURE_2D, texture[ 7 ] );
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 360, - 30, 80 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 360, - 30, 120 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 360, 10, 120 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 360, 10, 80 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 320, - 30, 80 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 320, - 30, 120 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 320, 10, 120 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 320, 10, 80 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 360, - 30, 80 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 320, - 30, 80 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 320, 10, 80 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 360, 10, 80 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 360, - 30, 120 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 320, - 30, 120 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 320, 10, 120 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 360, 10, 120 );
    glEnd();
   
   
    // Skrzynka 4
    glBindTexture( GL_TEXTURE_2D, texture[ 7 ] );
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 260, - 30, 80 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 260, - 30, 120 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 260, 10, 120 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 260, 10, 80 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 220, - 30, 80 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 220, - 30, 120 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 220, 10, 120 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 220, 10, 80 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 260, - 30, 80 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 220, - 30, 80 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 220, 10, 80 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 260, 10, 80 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 260, - 30, 120 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 220, - 30, 120 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 220, 10, 120 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 260, 10, 120 );
    glEnd();
   
   
    // Skrzynka 5
    glBindTexture( GL_TEXTURE_2D, texture[ 7 ] );
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 260, - 30, 280 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 260, - 30, 320 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 260, 10, 320 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 260, 10, 280 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 220, - 30, 280 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 220, - 30, 320 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 220, 10, 320 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 220, 10, 280 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 260, - 30, 280 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 220, - 30, 280 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 220, 10, 280 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 260, 10, 280 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 260, - 30, 320 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 220, - 30, 320 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 220, 10, 320 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 260, 10, 320 );
    glEnd();
   
    // Skrzynka 6
    glBindTexture( GL_TEXTURE_2D, texture[ 7 ] );
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 260, - 30, 320 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 260, - 30, 360 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 260, 10, 360 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 260, 10, 320 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 220, - 30, 320 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 220, - 30, 360 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 220, 10, 360 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 220, 10, 320 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 260, - 30, 320 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 220, - 30, 320 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 220, 10, 320 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 260, 10, 320 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 260, - 30, 360 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 220, - 30, 360 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 220, 10, 360 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 260, 10, 360 );
    glEnd();
   
}


void przegroda_x_y( void ) {
    glBindTexture( GL_TEXTURE_2D, texture[ 7 ] );
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 400, - 30, 0 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( - 400, - 30, 0 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( - 400, - 28, 0 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 400, - 28, 0 );
    glEnd();
   
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 0, - 30, - 400 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 0, - 30, 400 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 0, - 28, 400 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 0, - 28, - 400 );
    glEnd();
}
//##########################################################################################
void display( void ) {
    glClearColor( 1, 1, 1, 0 );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    glLoadIdentity();
   
    glEnable( GL_DEPTH_TEST );
    glEnable( GL_LIGHT0 );
    glShadeModel( GL_SMOOTH );
    kamera();
   
   
   
    glColor3f( 1.0, 1.0, 1.0 );
    przegroda_x_y();
    mapa_a();
   
   
   
   
    //----------------ŚCiany-------------------------------------------
    glBindTexture( GL_TEXTURE_2D, texture[ 2 ] );
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( - 400, - 150.0, 400 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 400, - 150.0, 400 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 400, 150.0, 400 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( - 400, 150.0, 400 );
    glEnd();
    glBindTexture( GL_TEXTURE_2D, texture[ 3 ] );
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( - 400, - 150.0, - 400 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 400, - 150.0, - 400 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 400, 150.0, - 400 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( - 400, 150.0, - 400 );
    glEnd();
    glBindTexture( GL_TEXTURE_2D, texture[ 4 ] );
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( - 400, - 150.0, - 400 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( - 400, - 150.0, 400 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( - 400, 150.0, 400 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( - 400, 150.0, - 400 );
    glEnd();
    glBindTexture( GL_TEXTURE_2D, texture[ 5 ] );
    glBegin( GL_QUADS );
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 400, - 150.0, 400 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( 400, - 150.0, - 400 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( 400, 150.0, - 400 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 400, 150.0, 400 );
    glEnd();
   
   
    //-----------------------------------------------------------------------
    //------------podłoga  ---------------------------------------------------
   
    glBindTexture( GL_TEXTURE_2D, texture[ 1 ] );
    glBegin( GL_QUADS );
   
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 400, - 30.0, 400 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( - 400, - 30.0, 400 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( - 400, - 30.0, - 400 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 400, - 30.0, - 400 );
    glEnd();
    //------------------------------------------------------------------------------- 
    //------------niebo  ---------------------------------------------------
   
    glBindTexture( GL_TEXTURE_2D, texture[ 6 ] );
    glBegin( GL_QUADS );
   
   
    glTexCoord2f( 1.0f, 0.0f ); glVertex3d( 1000, 150.0, 1000 );
    glTexCoord2f( 0.0f, 0.0f ); glVertex3d( - 1000, 150.0, 1000 );
    glTexCoord2f( 0.0f, 1.0f ); glVertex3d( - 1000, 150.0, - 1000 );
    glTexCoord2f( 1.0f, 1.0f ); glVertex3d( 1000, 150.0, - 1000 );
    glEnd();
    //-------------------------------------------------------------------------------  
   
   
   
    glBindTexture( GL_TEXTURE_2D, texture[ 0 ] );
   
   
   
   
   
    glutSwapBuffers();
   
   
}

//##################################################################################
void reshape( int w, int h ) {
    glViewport( 0, 0,( GLsizei ) w,( GLsizei ) h ); //set the viewport to the current window specifications
    glMatrixMode( GL_PROJECTION ); //set the matrix to projection
   
    glLoadIdentity();
    gluPerspective( 60,( GLfloat ) w /( GLfloat ) h, 2.0, 100000.0 ); //set the perspective (angle of sight, width, height, , depth)
    glMatrixMode( GL_MODELVIEW ); //set the matrix back to model
   
}
//*********************************************************************************
void keyboard( unsigned char key, int x, int y ) // zwykłe klawisze np. q,w,e,r,t,y itd.
{
    if( key == 's' )
    {
        float xrotrad, yrotrad;
        yrotrad =( yrot / 180 * 3.141592654f );
        xrotrad =( xrot / 180 * 3.141592654f );
        xpos -= float( sin( yrotrad ) );
        zpos += float( cos( yrotrad ) );
       
    }
   
    if( key == 'w' )
    {
        float xrotrad, yrotrad;
        yrotrad =( yrot / 180 * 3.141592654f );
        xrotrad =( xrot / 180 * 3.141592654f );
        xpos += float( sin( yrotrad ) );
        zpos -= float( cos( yrotrad ) );
       
       
    }
   
    if( key == 'd' )
    {
       
    }
   
    if( key == 'a' )
    {
       
    }
    if( key == 27 ) // ESC
    {
        exit( 0 );
    }
   
    if( key == '+' )
    {
       
    }
   
    if( key == '-' )
    {
       
       
    }
   
   
}
//**********************************************************
void SpecialKeys( int key, int x, int y )
{
    switch( key )
    {
       
       
    case GLUT_KEY_UP:
        //    ypos += 1;
        break;
    case GLUT_KEY_DOWN:
        //   ypos -= 1;
        break;
       
       
       
    }
   
   
}
//**********************************************************
int main( int argc, char ** argv ) {
    glutInit( & argc, argv );
    glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
    glutInitWindowSize( 1000, 1000 );
    glutInitWindowPosition( 100, 100 );
    glutCreateWindow( "Mateusz Sulecki" );
    glEnable( GL_DEPTH_TEST );
    glEnable( GL_TEXTURE_2D );
    LoadGLTextures();
    glutPassiveMotionFunc( ruch_myszka );
    glutDisplayFunc( display );
    glutIdleFunc( display );
    glutReshapeFunc( reshape );
    glutSetCursor( 101 );
    glutFullScreen();
    glutKeyboardFunc( keyboard );
    glutSpecialFunc( SpecialKeys );
    glutMainLoop();
    return 0;
}
P-78645
starter
» 2013-03-17 14:48:49
P-78646
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