The code below is expected to draw a snowman and then camera is controlled using keyboard keys. But it's only drawing some dots.

I tried to increase the radius of sphere but it was still not working properly. what's the problem in the code ? If it is about dimensions, then what should be the correct dimension ?

Output should look like this image -Click image for larger version. 

Name:	snowman.JPG 
Views:	17 
Size:	13.9 KB 
ID:	2678

Code :
from __future__ import division
import time
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import sys, math
 
# angle of rotation for the camera direction
angle=0.0;
# actual vector representing the camera's direction
lx=0.0
lz=-1.0;
# XZ position of the camera
x=0.0
z=5.0;
 
def drawSnowMan():    
    glColor3f(1.0, 1.0, 1.0);
 
    # Draw Body
    glTranslatef(0.0 ,0.75, 0.0);
    glutSolidSphere(0.75,20,20);
 
    # Draw Head
    glTranslatef(0.0, 1.0, 0.0);
    glutSolidSphere(0.25,20,20);
 
    # Draw Eyes
    glPushMatrix();
    glColor3f(0.0,0.0,0.0);
    glTranslatef(0.05, 0.10, 0.18);
    glutSolidSphere(0.05,10,10);
    glTranslatef(-0.1, 0.0, 0.0);
    glutSolidSphere(0.05,10,10);
    glPopMatrix();
 
    # Draw Nose
    glColor3f(1.0, 0.5 , 0.5);
    glutSolidCone(0.08,0.5,10,2);
 
 
def renderScene():    
    global angle, lx, lz, x, z
 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    glLoadIdentity()
 
    refresh2d(width, height)
 
    # Set the camera
    gluLookAt(  x, 1.0, z, x+lx, 1.0,  z+lz, 0.0, 1.0,  0.0);
 
    # Draw ground
    glColor3f(0.9, 0.9, 0.9);
    glBegin(GL_QUADS);
    glVertex3f(-100.0, 0.0, -100.0);
    glVertex3f(-100.0, 0.0,  100.0);
    glVertex3f( 100.0, 0.0,  100.0);
    glVertex3f( 100.0, 0.0, -100.0);
    glEnd();
 
    # Draw 36 SnowMen
    for i in range(-3,3):
        for j in range(-3, 3):
            glPushMatrix();
            glTranslatef(i*10.0,0,j * 10.0);
            drawSnowMan();
            glPopMatrix();
 
    glutSwapBuffers();
 
 
def processSpecialKeys(key, xx, yy):    
    global angle, lx, lz, x, z
 
    fraction = 0.1
 
    if(key == GLUT_KEY_LEFT):
        angle -= 0.01
        lx = math.sin(angle);
        lz = -math.cos(angle);
 
    elif(key == GLUT_KEY_RIGHT):
        angle += 0.01
        lx = math.sin(angle);
        lz = -math.cos(angle);
 
    elif(key == GLUT_KEY_UP):
        x += lx * fraction;
        z += lz * fraction;
 
    elif(key == GLUT_KEY_DOWN):
        x -= lx * fraction;
        z -= lz * fraction; 
 
 
def refresh2d(width, height):
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    glOrtho(-300.0, 300, -300, 300, 0.0, 10.0)
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()
 
 
# init GLUT and create window
width = 600
height = 600
 
glutInit();
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
glutInitWindowPosition(100,100);
glutInitWindowSize(width, height);
glutCreateWindow("Lighthouse3D - GLUT Tutorial");
 
# register callbacks
glutDisplayFunc(renderScene);
glutIdleFunc(renderScene);
glutSpecialFunc(processSpecialKeys);
 
# OpenGL init
glEnable(GL_DEPTH_TEST);
 
# enter GLUT event processing cycle
glutMainLoop();