use gluSphere instead of glutSphere so we get texcoords

This commit is contained in:
Brian Paul 2003-03-31 16:51:38 +00:00
parent c765d44650
commit 55b0ff2193

View file

@ -1,4 +1,4 @@
/* $Id: stex3d.c,v 1.8 2003/03/29 16:40:23 brianp Exp $ */
/* $Id: stex3d.c,v 1.9 2003/03/31 16:51:38 brianp Exp $ */
/*-----------------------------
* stex3d.c GL example of the mesa 3d-texture extention to simulate procedural
@ -36,8 +36,7 @@
static int tex_width=64, tex_height=64, tex_depth=64;
static float angx=0, angy=0, angz=0;
static GLuint DList;
static int texgen = 2, animate = 1, smooth = 1;
static int texgen = 2, animate = 1, smooth = 1, wireframe = 0;
static int CurTexture = NOISE_TEXTURE, CurObject = TORUS;
@ -522,6 +521,13 @@ KeyHandler(unsigned char key, int x, int y)
else
glutIdleFunc(NULL);
break;
case 'w':
wireframe = !wireframe;
if (wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
default:
break;
}
@ -611,12 +617,15 @@ init(void)
glClearColor(.5, .5, .5, 0);
/* create torus for texturing */
DList = glGenLists(1);
glNewList(SPHERE, GL_COMPILE);
glutSolidSphere(0.95, 30, 15);
glEndList();
{
GLUquadricObj *q;
q = gluNewQuadric();
gluQuadricTexture( q, GL_TRUE );
glNewList(SPHERE, GL_COMPILE);
gluSphere( q, 0.95, 30, 15 );
glEndList();
gluDeleteQuadric(q);
}
BuildTorus();