void myinit(void) // initialization { qobj = gluNewQuadric(); //gluQuadricDrawStyle(qobj, GLU_FILL); gluQuadricOrientation(qobj, GLU_INSIDE); gluQuadricNormals(qobj, GLU_FLAT); // GLU_FLAT GLU_SMOOTH GLU_NONE // original values GLfloat light_ambient[] = {.2, .2, .2, 1.0}; // .3 .3 .3 1.0 GLfloat light_diffuse[] = {.9, .9, .9, 1.0}; // 1 1 1 1 GLfloat light_specular[] = {.0, .0, .0, 1.0}; // 1 1 1 1 GLfloat light_position[] = {0.0, 4.0, 10.0, 0.0}; //************* Mr. Hyatt's light initialization statements************ GLfloat mat_specular[] = {.5, .5, .5, 1.0}; // .5, .5, .5, 1.0 GLfloat mat_diffuse[] = {0.8, 0.8, 0.8, 1.0}; GLfloat mat_shininess[]= {30.0}; // 30 glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT0, GL_POSITION, light_position); // Material Properties glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); // Enable Various Components glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glColorMaterial(GL_FRONT,GL_DIFFUSE); //********************************** END ****************************** // my data initiation // joints are largest and longest at the base of the middle finger and // get smaller as you move away from that digit glColor3f(1.0, 1.0, 0.0); // yellow // glColor3f(0, 0, 1); // test colors // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); for(int x=0; x<4; x++) for(int y=0; y<4; y++) { joint[x][y]= .95-.05*abs(x-1)-.1*y; } for(int x=0; x<4; x++) for(int y=0; y<3; y++) { dist[x][y]= 2.2-.4*y-.05*pow((x-1), 2); angle[x][y]=15; } for(int y=0; y<3; y++) // for the thumb-diff proportions from the rest of the hand { dist[4][y] = 2.5-.5*double(y); angle[4][y] = 15; joint[4][y] = 1.1-.1*y; spread[y] = 10*y; } joint[4][3] = .7; angle[4][0] = 40; }
The final for loops are used to set the initial values of my arrays. These arrays are used for different