* Exam on Thursday... * Triangles - ray tracing intersection with, rasterization void cube() { // now draw the faces of the cube - four points for each face. glBegin(GL_QUADS); glColor3f(0.0f,1.0f,0.0f); // green glVertex3f( 1.0f, 1.0f,-5.0f); glVertex3f(-1.0f, 1.0f,-5.0f); glVertex3f(-1.0f, 1.0f, -4.0f); glVertex3f( 1.0f, 1.0f, -4.0f); glColor3f(1.0f,0.0f,0.0f); // red glVertex3f( 1.0f,-1.0f, -4.0f); glVertex3f(-1.0f,-1.0f, -4.0f); glVertex3f(-1.0f,-1.0f,-5.0f); glVertex3f( 1.0f,-1.0f,-5.0f); glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f( 1.0f, 1.0f, -4.0f); glVertex3f(-1.0f, 1.0f, -4.0f); glVertex3f(-1.0f,-1.0f, -4.0f); glVertex3f( 1.0f,-1.0f, -4.0f); glColor3f(1.0f,1.0f,0.0f); glVertex3f( 1.0f,-1.0f,-5.0f); glVertex3f(-1.0f,-1.0f,-5.0f); glVertex3f(-1.0f, 1.0f,-5.0f); glVertex3f( 1.0f, 1.0f,-5.0f); glColor3f(0.0f,1.0f,1.0f); glVertex3f(-1.0f, 1.0f, -4.0f); glVertex3f(-1.0f, 1.0f,-5.0f); glVertex3f(-1.0f,-1.0f,-5.0f); glVertex3f(-1.0f,-1.0f, -4.0f); glColor3f(1.0f,0.0f,1.0f); glVertex3f( 1.0f, 1.0f,-5.0f); glVertex3f( 1.0f, 1.0f, -4.0f); glVertex3f( 1.0f,-1.0f, -4.0f); glVertex3f( 1.0f,-1.0f,-5.0f); glEnd(); } for (int i=0; i< 10; i++) { for (int j = 0; j < 10; j++) { glPushMatrix(); glTranslatef(i, j, 0.0f); cube(); glPopMatrix(); }}