void setupView()
{
- 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
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(50, (GLfloat)300 / (GLfloat)300, 0, 1000);
gluLookAt(0,-10,10, 0,0,0, 0,1,0);
}
sea->update();
surface->draw();
- glFlush();
+ glutSwapBuffers();
glutPostRedisplay();
}
sea = std::make_shared<Sea>(surface);
glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
- glEnable(GL_DEPTH_TEST);
+ glutInitDisplayMode(GLUT_DOUBLE);
glutInitWindowSize(300, 300);
glutInitWindowPosition(100, 100);
glutCreateWindow("seamulator");