I’m trying to make a C++ program with GLUT where a little spaceship is drawn and then moved around. My problem is that the program doesn’t seem to clear afterimages of the spaceship, and so the ship leaves a trail after it. Here is the code:
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
#include "drawEnt.h"
static int slices = 16;
static int stacks = 16;
bool success;
float xPlayer = 0; float yPlayer = 0;
/* GLUT callback Handlers */
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(width/-2, width/2, height/-2, height/2 ,0,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*90.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(0,1,0);
//Set all point values
pP1 [1] = xPlayer; pP1 [2] = yPlayer+12;
pP2 [1] = xPlayer + 11; pP2 [2] = yPlayer-11;
pP3 [1] = xPlayer - 11; pP3 [2] = yPlayer-11;
//Draw Player
glBegin(GL_LINES);
glVertex2f( pP1 [1], pP1 [2] );
glVertex2f( pP2 [1], pP2 [2] );
glEnd;
glBegin(GL_LINES);
glVertex2f( pP2 [1], pP2 [2] );
glVertex2f( xPlayer, yPlayer );
glEnd;
glBegin(GL_LINES);
glVertex2f( xPlayer, yPlayer );
glVertex2f( pP3 [1], pP3 [2] );
glEnd;
glBegin(GL_LINES);
glVertex2f( pP3 [1], pP3 [2] );
glVertex2f( pP1 [1], pP1 [2] );
glEnd;
glutSwapBuffers();
}
static void key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
case 'q':
exit(0);
break;
case '+':
slices++;
stacks++;
break;
case '-':
if (slices>3 && stacks>3)
{
slices--;
stacks--;
}
break;
case 'w':
yPlayer = yPlayer + 5;
break;
}
glutPostRedisplay();
}
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(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Vectrocity");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(0,0,0,1);
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;
}