I'm trying to get all the quads filled. At the moment it colors only the right side of the box. Here is my code.
void showPictureW()
{
glDepthMask(true);
glColor3f(1,0,0);
//front
glBegin( GL_QUADS );
glVertex3f(-1.2,0.8,-4.0);
glVertex3f(2,0.8,-4.0);
glVertex3f(2,0.0,-4.0);
glVertex3f(-1.2,0.0,-4.0);
glEnd();
//back
glBegin( GL_QUADS );
glVertex3f(1.8,1.0,-4.0); //2
glVertex3f(1.8,1.8,-4.0);
glVertex3f(5.0,1.8,-4.0);
glVertex3f(5.0,1.0,-4.0);
glEnd();
//left
glBegin( GL_QUADS );
glVertex3f(1.8,1.8,-4.0);
glVertex3f(1.8,1.0,-4.0);
glVertex3f(-1.2,0.0,-4.0);
glVertex3f(-1.2,0.8,-4.0);
glEnd();
//right
glBegin( GL_QUADS );
glVertex3f(2.0,0.8,-4.0);
glVertex3f(2.0,0.0,-4.0);
glVertex3f(5.0,1.0,-4.0);
glVertex3f(5.0,1.8,-4.0);
glEnd();
}
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslated(-3.5,-3,0);
showPictureW();
glPopMatrix();
glutSwapBuffers();
}
static void idle(void)
{
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(800,600);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("FreeGLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
}
When I use GL_LINE_LOOP
the box displays fine. It's when I change to quads it doesn't output properly.