Commit 026bab16 by Kai Westerkamp

laptop support

parent 859a3df7
......@@ -31,7 +31,7 @@ void CubeWidget::initializeGL ()
glEnable(GL_LIGHT0);
static GLfloat lightPosition[4] = { 0.5, 0.0, 2.0, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
GLfloat white[] = {1.0,1.0,1.0};
//GLfloat white[] = {1.0,1.0,1.0};
//glLightfv(GL_LIGHT0, GL_DIFFUSE, white);
//glLightfv(GL_LIGHT0, GL_SPECULAR, white);
//glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 2.0f);
......@@ -283,7 +283,7 @@ void CubeWidget::move(QVector3D *newPos )
QVector3D axis = QVector3D::crossProduct(*lastPos,*newPos);
//warum so besser
float angle = 180 / M_PI * std::asin(std::sqrt(QVector3D::dotProduct(axis, axis)));
float angle = 180 / M_PI * asin(sqrt(QVector3D::dotProduct(axis, axis)));
axis.normalize();
//axis = rotation->conjugate().rotatedVector(axis);
......
......@@ -44,7 +44,6 @@ private:
int zoom;
QQuaternion *rotation;
QVector3D *lastPos;
bool mousDown = false;
QGLShaderProgram *shader;
......
uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
uniform gl_MaterialParameters gl_FrontMaterial;
uniform gl_LightModelProducts gl_FrontLightModelProduct;
varying vec3 position;
varying vec3 normal;
void main(void)
{
vec3 N = normalize(normal);
vec3 L = normalize(gl_LightSource[0].position-position);
vec3 L = normalize(gl_LightSource[0].position.xyz-position);
vec4 diffuse = vec4(max(dot(L,N),0.0));
......
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