- glBegin(GL_TRIANGLES);
-
- glVertex3f(x, y, surface.at(x, y).getHeight());
- glVertex3f(x+1, y, surface.at(x+1, y).getHeight());
- glVertex3f(x+1, y+1, surface.at(x+1, y+1).getHeight());
-
- glVertex3f(x, y, surface.at(x, y).getHeight());
- glVertex3f(x, y+1, surface.at(x, y+1).getHeight());
- glVertex3f(x+1, y+1, surface.at(x+1, y+1).getHeight());
-
- glEnd();
-}
-
-void displayMe(void)
-{
- glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed
- glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)
- gluPerspective(50, (GLfloat)300 / (GLfloat)300, 0, 1000); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes
- gluLookAt(0,-10,10, 0,0,0, 0,1,0);