{&do_spin, "spin", "Spin", DEF_SPIN, t_String},
{&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
{&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
{&do_spin, "spin", "Spin", DEF_SPIN, t_String},
{&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
{&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
- {&wave_count, "waves", "Waves", DEF_WAVE_COUNT, t_Int},
+ {&wave_count, "waves", "Waves", DEF_WAVES, t_Int},
{&wave_speed, "waveSpeed", "WaveSpeed", DEF_WAVE_SPEED, t_Int},
{&wave_radius,"waveRadius","WaveRadius", DEF_WAVE_RADIUS,t_Int},
};
{&wave_speed, "waveSpeed", "WaveSpeed", DEF_WAVE_SPEED, t_Int},
{&wave_radius,"waveRadius","WaveRadius", DEF_WAVE_RADIUS,t_Int},
};
ENTRYPOINT ModeSpecOpt cube_opts = {countof(opts), opts, countof(vars), vars, NULL};
ENTRYPOINT ModeSpecOpt cube_opts = {countof(opts), opts, countof(vars), vars, NULL};
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* front */
glNormal3f (0, 0, 1);
glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, 0.5);
glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, 0.5);
glTexCoord2f(1, 1); glVertex3f (-0.5, -0.5, 0.5);
glBegin (wire ? GL_LINE_LOOP : GL_QUADS); /* front */
glNormal3f (0, 0, 1);
glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, 0.5);
glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, 0.5);
glTexCoord2f(1, 1); glVertex3f (-0.5, -0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f ( 0.5, -0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, -0.5, 0.5);
glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f (-0.5, -0.5, 0.5);
glTexCoord2f(1, 0); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, 0.5);
glTexCoord2f(1, 0); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(0, 0); glVertex3f ( 0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, 0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, 0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f (-0.5, 0.5, -0.5);
glTexCoord2f(1, 0); glVertex3f (-0.5, 0.5, 0.5);
glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, 0.5);
glTexCoord2f(0, 0); glVertex3f (-0.5, -0.5, -0.5);
glTexCoord2f(0, 1); glVertex3f ( 0.5, -0.5, -0.5);
glTexCoord2f(1, 1); glVertex3f ( 0.5, -0.5, 0.5);
cc->cube_list = glGenLists (1);
glNewList (cc->cube_list, GL_COMPILE);
cc->cube_list = glGenLists (1);
glNewList (cc->cube_list, GL_COMPILE);
glScalef (cube->w, cube->h, cube->d);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
glCallList (cc->cube_list);
glScalef (cube->w, cube->h, cube->d);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
glCallList (cc->cube_list);