Code cleanup: white space and cmake was broken on all platforms
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@@ -40,62 +40,58 @@
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#include "MyGlutMouseHandler.h"
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#include "MyGlutKeyHandler.h"
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#include "ChainDrawer.h"
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void
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init(MT_Vector3 min,MT_Vector3 max)
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void init(MT_Vector3 min,MT_Vector3 max)
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{
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GLfloat light_diffuse0[] = {1.0, 0.0, 0.0, 1.0}; /* Red diffuse light. */
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GLfloat light_position0[] = {1.0, 1.0, 1.0, 0.0}; /* Infinite light location. */
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GLfloat light_diffuse1[] = {1.0, 1.0, 1.0, 1.0}; /* Red diffuse light. */
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GLfloat light_position1[] = {1.0, 0, 0, 0.0}; /* Infinite light location. */
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/* Enable a single OpenGL light. */
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
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/* Enable a single OpenGL light. */
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
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glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
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glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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glEnable(GL_LIGHTING);
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/* Use depth buffering for hidden surface elimination. */
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glEnable(GL_DEPTH_TEST);
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/* Use depth buffering for hidden surface elimination. */
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glEnable(GL_DEPTH_TEST);
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/* Setup the view of the cube. */
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glMatrixMode(GL_PROJECTION);
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/* Setup the view of the cube. */
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glMatrixMode(GL_PROJECTION);
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// center of the box + 3* depth of box
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MT_Vector3 center = (min + max) * 0.5;
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MT_Vector3 diag = max - min;
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MT_Vector3 center = (min + max) * 0.5;
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MT_Vector3 diag = max - min;
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float depth = diag.length();
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float distance = 2;
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gluPerspective(
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/* field of view in degree */ 40.0,
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/* aspect ratio */ 1.0,
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/* Z near */ 1.0,
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/* Z far */ distance * depth * 2
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);
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glMatrixMode(GL_MODELVIEW);
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gluPerspective(/* field of view in degree */ 40.0,
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/* aspect ratio */ 1.0,
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/* Z near */ 1.0,
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/* Z far */ distance * depth * 2
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);
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glMatrixMode(GL_MODELVIEW);
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gluLookAt(
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center.x(), center.y(), center.z() + distance*depth, /* eye is at (0,0,5) */
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center.x(), center.y(), center.z(), /* center is at (0,0,0) */
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0.0, 1.0, 0.); /* up is in positive Y direction */
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gluLookAt(center.x(), center.y(), center.z() + distance*depth, /* eye is at (0,0,5) */
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center.x(), center.y(), center.z(), /* center is at (0,0,0) */
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0.0, 1.0, 0.); /* up is in positive Y direction */
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glPushMatrix();
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glPushMatrix();
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}
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int
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main(int argc, char **argv)
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int main(int argc, char **argv)
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{
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