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neofx-libzoom/init.c

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#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <zoom/init.h>
#include <zoom/texture.h>
#include <zoom/level.h>
LEVEL level;
GLuint sphere;
GLuint meditex_blue;
LIGHT light = {LIGHT_POINT, {1.0, 1.0, 1.0}, {0.0, 0.0, 0.0}};
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extern TEXLIST *texlist;
int InitGame() {
//GLfloat mat_ambient_and_diffuse[] = { 0.5, 0.5, 0.5, 1.0};
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glViewport(0, 0, 640, 480);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0, 640.0/480.0, 0.1, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
//glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_and_diffuse);
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glDisable(GL_LIGHTING);
//glEnable(GL_LIGHT0);
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meditex_blue = LoadTexture("medib.tex");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, LoadTexture("lightmap.tex"));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glActiveTexture(GL_TEXTURE1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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GLUquadricObj *quadric = gluNewQuadric();
gluQuadricDrawStyle(quadric, GLU_FILL);
gluQuadricTexture(quadric, GL_TRUE);
LoadLevel("level2.lvl", &level);
sphere = glGenLists(1);
glNewList(sphere, GL_COMPILE);
glRotatef(90, 1.0, 0.0, 0.0);
gluSphere(quadric, 1.0, 24, 24);
glEndList();
gluDeleteQuadric(quadric);
return 1;
}
void UninitGame() {
FreeLevel(&level);
free(texlist);
}