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libnds
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#include <nds.h> //teapot display list provided by Mike260, as well as the display list gl code. #include "teapot_bin.h" int main() { float rotateX = 0.0; float rotateY = 0.0; //set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); // initialize gl glInit(); // enable antialiasing glEnable(GL_ANTIALIAS); // setup the rear plane glClearColor(0,0,0,31); // BG must be opaque for AA to work glClearPolyID(63); // BG must have a unique polygon ID for AA to work glClearDepth(0x7FFF); //this should work the same as the normal gl call glViewport(0,0,255,191); //any floating point gl call is being converted to fixed prior to being implemented glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, 256.0 / 192.0, 0.1, 40); gluLookAt( 0.0, 0.0, 3.5, //camera possition 0.0, 0.0, 0.0, //look at 0.0, 1.0, 0.0); //up glLight(0, RGB15(31,31,31) , 0, floattov10(-1.0), 0); glLight(1, RGB15(31,0,31), 0, floattov10(1) - 1, 0); glLight(2, RGB15(0,31,0) , floattov10(-1.0), 0, 0); glLight(3, RGB15(0,0,31) , floattov10(1.0) - 1, 0, 0); //not a real gl function and will likely change glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 | POLY_FORMAT_LIGHT1 | POLY_FORMAT_LIGHT2 | POLY_FORMAT_LIGHT3 ) ; while(1) { glPushMatrix(); glRotateX(rotateX); glRotateY(rotateY); scanKeys(); u16 keys = keysHeld(); if(!(keys & KEY_UP)) rotateX += 3; if(!(keys & KEY_DOWN)) rotateX -= 3; if(!(keys & KEY_LEFT)) rotateY += 3; if(!(keys & KEY_RIGHT)) rotateY -= 3; glCallList((u32*)teapot_bin); glPopMatrix(1); glFlush(0); } return 0; }//end main
1.7.3