// Copyright 2006-2007 Nanorex, Inc. See LICENSE file for details. #include #include #include #include // Position of the eye in spherical coordinates #define EYE_THETA 0.0 #define EYE_PHI 0.0 #define EYE_R 100.0 // Position of the eye in cartesian coordinates #define EYE_X (EYE_R * cos(EYE_THETA) * cos(EYE_PHI)) #define EYE_Y (EYE_R * sin(EYE_THETA) * cos(EYE_PHI)) #define EYE_Z (EYE_R * sin(EYE_PHI)) void glSetup(int windowWidth, int windowHeight) { //exit(1); } void line(float x1, float y1, float z1, float x2, float y2, float z2, float r, float g, float b) { } void sphere(double x, double y, double z, double radius, double r, double g, double b) { }