$spin
=0.0;
sub
myReshape {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, 1.0 , 1.0, 30.0);
glMatrixMode(GL_MODELVIEW);
}
sub
display{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity ();
glTranslatef(0.0, 0.0, -2.6);
glPushMatrix();
glRotatef(
$spin
,0,1,0);
glRotatef(
$spin
,0,0,1);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, -1.0, 0.0);
glPopMatrix();
glEnd();
glFlush();
glXSwapBuffers();
}
glpOpenWindow(
width
=>200,
height
=>200,
attributes
=>[GLX_RGBA,GLX_DOUBLEBUFFER]);
glClearColor(0,0,0,1);
glColor3f (1.0, 1.0, 1.0);
glShadeModel (GL_FLAT);
myReshape();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
$file
=
"stan.ppm"
;
-r
$file
or
$file
=
"examples/$file"
;
glpReadTex(
$file
);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glEnable(GL_TEXTURE_2D);
OpenGL::glFogfv_p(GL_FOG_COLOR,0,0,0,1);
glFogi(GL_FOG_MODE,GL_LINEAR);
glFogf(GL_FOG_START,2.8);
glFogf(GL_FOG_END,3.8);
glEnable(GL_FOG);
while
(
$spin
< 100000.0){
$spin
=
$spin
+1.0;display; }