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Tugas Besar Grafika Komputer Pembuatan Objek Dengan OpenGL Diajukan untuk Memenuhi Tugas Grafika Komputer Fakultas Teknik dan Ilmu Komputer Universitas Komputer Indonesia Kelompok 3 – IF-10 Ricky Ramdhani 10109417 Herdi Prayoga 10109422 Rendi Fajar Muharram 10109419

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Page 1: Daftar Isi - if102009.files.wordpress.com  · Web viewGrafika komputer digunakan untuk menunjang berbagai bidang dengan teknologi grafika berbasis komputer. Penggunaan grafika komputer

Tugas Besar Grafika KomputerPembuatan Objek Dengan OpenGL

Diajukan untuk Memenuhi Tugas Grafika KomputerFakultas Teknik dan Ilmu Komputer

Universitas Komputer Indonesia

Kelompok 3 – IF-10

Ricky Ramdhani 10109417Herdi Prayoga 10109422Rendi Fajar Muharram 10109419

JURUSAN TEKNIK INFORMATIKAFAKULTAS TEKNIK DAN ILMU KOMPUTER

UNIVERSTAS KOMPUTER INDONESIA2013

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Daftar Isi

Daftar Isi..................................................................................................................................i

BAB I PENDAHULUAN.......................................................................................................1

1. Pendahuluan.....................................................................................................................1

2. Rumusan Masalah............................................................................................................2

3. Batasan Masalah..............................................................................................................2

BAB II ISI...............................................................................................................................3

2.1 Tema Program..........................................................................................................3

2.2 Deskripsi Objek Program.........................................................................................3

2.3 Bahasa Pemrograman yang digunakan.....................................................................3

2.4 Progres......................................................................................................................3

2.5 Perencanaan Kerja....................................................................................................4

2.6 Pembagian Kerja......................................................................................................4

2.7 Tampilan Program....................................................................................................5

2.8 Interaksi objek dengan mouse dan keyboard...........................................................6

BAB III KESIMPULAN DAN SARAN................................................................................7

3.1 Kesimpulan...............................................................................................................7

3.2 Saran.........................................................................................................................7

Lampiran.................................................................................................................................8

Daftar Pustaka.........................................................................................................................9

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BAB I

1. PENDAHULUAN

Perkembangan grafika komputer menuntut para pengembang sistem aplikasi grafika

komputer untuk dapat mengembangkan suatu informasi yang dilengkapi dengan visualisasi

dan animasi, agar dapat lebih mudah dipahami oleh pihak yang menggunakan sistem

tersebut. Grafika komputer telah menunjukkan kemajuan yang pesat dalam pengembangan

berbagai aplikasi untuk menghasilkan gambar.

Grafika komputer digunakan untuk menunjang berbagai bidang dengan teknologi

grafika berbasis komputer. Penggunaan grafika komputer telah lama digunakan dalam

beberapa macam aplikasi, diantaranya pendidikan, kedokteran, fisika, matematika,

multimedia, dan lain-lain. Pada saat ini grafika komputer sudah digunakan pada bidang

sains, engineering, kedokteran, bisnis, industri, pemerintahan, seni, hiburan, iklan,

pendidikan, dan lain-lain.

Oleh karena itu, sudah semakin banyak pula bahasa pemrograman yang dilengkapi

dengan tools/library pembuatan grafik Salah satu tools/library pembuatan aplikasi grafik

adalah OpenGL (Open Graphics Library). OpenGL(Open Graphics Library) adalah suatu

spefikasi grafik yang low-level yang menyediakan fungsi untuk pembuatan grafik primitif

termasuk titik, garis, dan lingkaran. OpenGL digunakan untuk mendefinisikan suatu objek,

baik objek 2 dimensi maupun objek 3 dimensi.

Penulis mengambil judul “PEMBUATAN BENTUK 3D BONEKA DANBO”.

Dalam rangka mengimplementasikan grafika komputer dalam di salah satu bidang yaitu

bidang hiburan.

Pengerjaan yang begitu kompleks menyebabkan program tersebut tidak dapat

dilakukan oleh perorangan, maka dari itu pengerjaan program dilakukan perkelompok,

effisiensi dan kerja sama dibutuhkan dalam proses pengerjaan program menampilkan

objek-objek menggunakan bahasa Java.

Latar belakang penulis mengambil tema 3D boneka danbo yaitu penulis ingin

mencoba mengkombinasikan beberapa bentuk benda yang akan kami buat dalam bentuk

3D sehingga bentuk-bentuk tersebut dapat disajikan ke dalam satu tampilan layar.

1

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2. RUMUSAN MASALAH

Berdasarkan latar belakang dapat didefinisikan beberapa masalah yaitu :

Bagaimana cara memodelkan boneka danbo dalam bentuk 3D pada openGL dengan

menggunakan JDK 7 dan Netbeans Versi 7.3 dengan menggunakan library

OpenGL.

3. BATASAN MASALAH

Dalam pembahasan tugas pembuatan 3D boneka danbo dibatasi sebagai berikut :

a. Membahas tentang cara membuat dan merancang bentuk boneka danbo 3D dengan

menggunakan OpenGL sesuai dengan yang telah ditentukan dalam rumusan

masalah.

a. Membahas aplikasi pembuatan bentuk 3D menggunakan JDK 7 dan Netbeans Versi

7.3 dengan menggunakan library OpenGL.

2

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BAB II

ISI

2.1 Tema Program

Tema dari program pembuatan objek menggunakan openGL ini adalah pembuatan

objek yang terdiri dari beberapa objek dan membentuk tiga buah boneka danbo yang

sedang berdiri di atas permukaan jalan.

2.2 Deskripsi Objek Program

Objek utama pada program ini merupakan pencitra dari beberapa objek yang

digabungkan dengan menonjolkan detail dan sedikit pencahayaan.

Objek-objek yang ada dalam program tersebut berupa :

1. Boneka danbo : Boneka danbo dibuat dari objek 2D yang di bentuk se-

hingga

menjadi bangun 3D.

2. Jalan : Jalan dibuat menggunakan texture.

2.3 Bahasa Pemrograman yang digunakanBahasa pemrograman yang digunakan adalah Java dengan library OpenGL dengan

menggunakan software developer JDK 7 dan Netbeans Versi 7.3 dengan menggunakan library

OpenGL LWJGL serta media penyimpanan github.

2.4 Progress

Tahapan pembuatan program :

1. Merancang dan menetapkan konsep program yang akan dibuat.

2. Pengumpulan bahan dan referensi dari berbagai media.

3. Analisis dan prediksi pembuatan design.

4. Pembuatan program.

5. Pembuatan laporan.

3

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2.5 Perencanaan Kerja

Kinerja dalam proses pembuatan program ini harus dilakukan semaksimal mungkin

agar mendapatkan hasil yang baik.

Berikut langkah-langkah yang dilalui dalam perencanaan kerja:

1. Tahapan perancangan dan penetapan konsep :

Mencari referensi.

Menentukan konsep yang sesuai dilihat dari kelengkapan referensi yang ada.

2. Tahapan perancangan dan kebutuhan

Menganalisis akan kebutuhan objek yang dibutuhkan.

Menyiapkan dan membuat objek-objek satu persatu

Merancang struktur letak desain objek.

Membuat beberapa interkasi menarik.

3. Pembuatan Laporan.

2.6 Pembagian Kerja

Pembagian pekerjaan dalam pengerjaan tugas ini dibagi sedemikian mungkin agar

mendapatkan hasil yang memuaskan.

Berikut pembagian kerja :

Ricky Ramdhani Penentuan konsep, pembuatan aplikasi,

pengerjaan design, pembuatan laporan

Herdi Prayoga Penentuan konsep Pembuatan aplikasi

pengerjaan design, pembuatan laporan

Rendi Fajar Muharram Pembuatan laporan

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2.7 Tampilan Program

Gambar 1. Tampilan Program

Gambar 2. Tampilan Program

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Gambar 3. Tampilan Program Lighting

Gambar 3. Tampilan Program Tampak Lighting

2.8 Interaksi Objek Dengan Mouse dan KeyboardObjek ini dapat berinteraksi dengan menggunakan mouse dan keyboard. Pada

interaksi objek menggunakan mouse, kamera dapat dinavigasikan dengan gerakan mouse

yang di geser untuk melihat visualisasi objek secara memutar dari berbagai sudut pandang.

Berikut merupakan table interaksi yang dapat digunakan pada tombol keyboard:

Key Board

Tombol Fungsi

W Menggerakkan visualisasi kamera ke depan

A Menggerakkan visualisasi kamera ke kiri

S Menggerakkan visualisasi kamera ke belakang

D Menggerakkan visualisasi kamera ke kanan

Panah Atas Menggerakkan visualisasi kamera ke depan

Panah Bawah Menggerakkan visualisasi kamera ke kiri

Panah Kanan Menggerakkan visualisasi kamera ke belakang

Panah Kiri Menggerakkan visualisasi kamera ke kanan

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Tabel 1. Tabel Interaksi

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BAB III

KESIMPULAN DAN SARAN3.1 Kesimpulan

Dari pembahasan dapat diambil kesimpulan sebagai berikut :

1. Didalam pembuatan grafik di jaman serba teknologi ini kita bebas menentukan

alat apa yang akan kita pakai, dan untuk memahami secara mendalam

transformasi didalam grafik komputer sangatlah penting menguasai ilmu

matematik.

2. Perbandingan hasil pembuatan program dengan menggunakan bahasa

programan lebih sulit dan berbeda jauh dari segi tampilan, maupun tata cara

pembuatannya dibandingkan dengan program aplikasi yang menerapkan system

just click (event driven).

3.2 Saran

Setelah melihat uraian di atas, penyusun mempunyai saran.

1. Terlebih dahulu harus belajar algoritma, karena algoritma adalah salah satu

kunci untuk dapat memahami permasalahan yang akan dihadapi didalam

pembuatan grafik komputer.

2. Bila ingin membuat suatu gambar/grafik, pilihlah program aplikasi yang lebih

bagus menurut anda, lebih kompleks, dan yang khusus menanganipembuatan

gambar/grafik serta yang mengikuti perkembangan jaman .

3. Harus memahami sintak-sintak (gaya bahasa penulisan dalam bahasa

pemrograman ) yang terdapat dalam bahasa pemrograman ataupun fitur – fitur

yang terdapat didalam program aplikasi.

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LampiranSource Code Program

import java.io.File;

import java.io.FileInputStream;

import java.io.IOException;

import java.nio.FloatBuffer;

import org.lwjgl.BufferUtils;

import org.lwjgl.LWJGLException;

import org.lwjgl.input.Keyboard;

import org.lwjgl.input.Mouse;

import org.lwjgl.opengl.Display;

import org.lwjgl.opengl.DisplayMode;

import org.lwjgl.util.glu.GLU;

import org.lwjgl.util.glu.Sphere;

import static org.lwjgl.opengl.GL11.*;

import utility.EulerCamera;

import static org.lwjgl.opengl.GL20.glDeleteProgram;

import static org.lwjgl.opengl.GL20.glUseProgram;

import org.newdawn.slick.opengl.Texture;

import org.newdawn.slick.opengl.TextureLoader;

public class Danbo {

private static final int[] WINDOW_DIMENSIONS = {1200, 600};

private static final float ASPECT_RATIO = (float) WINDOW_DIMENSIONS[0] /

(float) WINDOW_DIMENSIONS[1];

private static final EulerCamera camera = new EulerCamera.Builder().setPosition(0.0f,

0.0f, //edit 2

0.0f).setRotation(0, 5,

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0).setAspectRatio(ASPECT_RATIO).setFieldOfView(60).build(); //edit 2

private static final String WINDOW_TITLE = "Lighting Test";

private static final int FPS = 70; //frames per second

private boolean isRunning; //variable to tell if program is running or not

private float zTranslation = -12f;

private static boolean flatten = false;

private static int shaderProgram;

private static Texture paper2;

private static Texture paper;

private static Texture street;

//----------- Variables added for Lighting Test -----------//

private FloatBuffer matSpecular;

private FloatBuffer lightPosition;

private FloatBuffer whiteLight;

private FloatBuffer lModelAmbient;

//----------- END: Variables added for Lighting Test -----------//

public static void main(String[] args) {

Danbo test = new Danbo();

test.run( );

}

private void run() {

try {

init();

while( isRunning ) {

getInput(); //read input

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render(); //render graphics

input();

setUpStates();

setUpMatrices();

Display.sync(FPS); //sync to fps

Display.update(); //update the view/screen

}

} catch (Exception e) {

e.printStackTrace();

System.exit(1);

}

}

private void render() {

glEnable(GL_TEXTURE_2D);

glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

glLoadIdentity();

camera.applyTranslations();

glTranslated(1.3f, -5.0f, -29.3f); // Move Right And Into The Screen

paper2.bind();

//Head (Child)

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.6f, 2.2f, -2.0f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-3.1f, 2.2f, -2.0f); // Top Left Of The Quad (Top)

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glTexCoord2f(0.0f, 1.0f);

glVertex3f(-3.1f, 2.2f, 2.0f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.6f, 2.2f, 2.0f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.6f, -1.2f, 1.5f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-3.1f, -1.2f, 1.5f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-3.1f, -1.2f, -2.0f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.6f, -1.2f, -2.0f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.6f, 2.2f, 2.0f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-3.1f, 2.2f, 2.0f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-3.1f, -1.2f, 1.5f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.6f, -1.2f, 1.5f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.6f, -1.2f, -2.5f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

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glVertex3f(-3.1f, -1.2f, -2.5f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-3.1f, 2.2f, -2.0f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.6f, 2.2f, -2.0f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-3.1f, 2.2f, 2.0f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-3.1f, 2.2f, -2.0f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-3.1f, -1.2f, -2.5f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-3.1f, -1.2f, 1.5f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.6f, 2.2f, -2.0f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(2.6f, 2.2f, 2.0f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(2.6f, -1.2f, 1.5f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.6f, -1.2f, -2.5f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Head2 (Child)

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glTranslated(0.0f, 0.0f, 0.0f); // Move Right And Into The Screen

paper.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.6f, 2.2f, 2.0f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-3.1f, 2.2f, 2.0f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-3.1f, -1.2f, 1.5f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.6f, -1.2f, 1.5f); // Bottom Right Of The Quad (Front)

glEnd();

//Body (Child)

glTranslated(0.0f, -3.9f, -0.5f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, 2.5f, -1.1f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-1.8f, 2.5f, -1.1f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-1.8f, 2.5f, 1.2f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

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glVertex3f(1.2f, 2.5f, 1.2f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, -1.7f, 1.2f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-1.8f, -1.7f, 1.2f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-1.8f, -1.7f, -1.1f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, -1.7f, -1.1f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, 2.5f, 1.2f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-1.8f, 2.5f, 1.2f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-1.8f, -1.7f, 1.2f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, -1.7f, 1.2f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, -1.7f, -1.1f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-1.8f, -1.7f, -1.1f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-1.8f, 2.5f, -1.1f); // Top Right Of The Quad (Back)

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glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, 2.5f, -1.1f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-1.8f, 2.5f, 1.2f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-1.8f, 2.5f, -1.1f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-1.8f, -1.7f, -1.1f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-1.8f, -1.7f, 1.2f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, 2.5f, -1.1f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.2f, 2.5f, 1.2f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.2f, -1.7f, 1.2f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, -1.7f, -1.1f); // Bottom Right Of The Quad (Right)

glEnd();

//Left Hand (Child)

glTranslatef(-3.1f, -1.0f, -0.5f); // Move Right And Into The Screen

paper2.bind();

16

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glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, 2.5f, 0.0f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.1f, 2.5f, 0.0f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.1f, 2.5f, 1.0f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, 2.5f, 1.0f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, -1.2f, 1.8f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.1f, -1.2f, 1.8f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.1f, -1.2f, 0.8f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, -1.2f, 0.8f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, 2.5f, 1.0f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.1f, 2.5f, 1.0f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.1f, -1.2f, 1.8f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

17

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glVertex3f(1.2f, -1.2f, 1.8f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, -1.2f, 0.8f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.1f, -1.2f, 0.8f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.1f, 2.5f, 0.0f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, 2.5f, 0.0f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(0.1f, 2.5f, 1.0f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.1f, 2.5f, 0.0f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.1f, -1.2f, 0.8f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(0.1f, -1.2f, 1.8f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, 2.5f, 0.0f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.2f, 2.5f, 1.0f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.2f, -1.2f, 1.8f); // Bottom Left Of The Quad (Right)

18

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glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, -1.2f, 0.8f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Right Hand (Child)

glTranslatef(4.2f, 0.0f, 0.1f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, 2.5f, 0.0f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.1f, 2.5f, 0.0f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.1f, 2.5f, 1.0f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, 2.5f, 1.0f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, -1.2f, 1.0f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.1f, -1.2f, 1.0f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.1f, -1.2f, 0.0f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, -1.2f, 0.0f); // Bottom Right Of The Quad (Bottom)

19

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glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, 2.5f, 1.0f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.1f, 2.5f, 1.0f); // Top Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(0.1f, -1.2f, 1.0f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, -1.2f, 1.0f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, -1.2f, 0.0f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.1f, -1.2f, 0.0f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.1f, 2.5f, 0.0f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, 2.5f, 0.0f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(0.1f, 2.5f, 1.0f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.1f, 2.5f, 0.0f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.1f, -1.2f, 0.0f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(0.1f, -1.2f, 1.0f); // Bottom Right Of The Quad (Left)

20

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glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.2f, 2.5f, 0.0f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.2f, 2.5f, 1.0f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.2f, -1.2f, 1.0f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.2f, -1.2f, 0.0f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Right Foot (Child)

glTranslatef(0.9f, 0.0f, 3.4f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.9f, 0.8f, -1.7f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 0.8f, -1.7f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 0.8f, 0.8f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.9f, 0.8f, 0.8f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

21

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glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.9f, -1.1f, 0.8f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, -1.7f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.9f, -1.1f, -1.7f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.9f, 0.8f, 0.8f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 0.8f, 0.8f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.9f, -1.1f, 0.8f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.9f, -1.1f, -1.7f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, -1.7f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 0.8f, -1.7f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.9f, 0.8f, -1.7f); // Top Left Of The Quad (Back)

22

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glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-2.1f, 0.8f, 0.8f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 0.8f, -1.7f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, -1.7f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.9f, 0.8f, -1.7f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-0.9f, 0.8f, 0.8f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-0.9f, -1.1f, 0.8f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.9f, -1.1f, -1.7f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Left Foot (Child)

glTranslatef(-1.6f, 0.0f, -0.0f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

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glVertex3f(-0.9f, 0.8f, -1.7f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 0.8f, -1.7f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 0.8f, 0.8f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.9f, 0.8f, 0.8f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.9f, -1.1f, 0.8f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, -1.7f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.9f, -1.1f, -1.7f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.9f, 0.8f, 0.8f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 0.8f, 0.8f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.9f, -1.1f, 0.8f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

24

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glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.9f, -1.1f, -1.7f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, -1.7f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 0.8f, -1.7f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.9f, 0.8f, -1.7f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-2.1f, 0.8f, 0.8f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 0.8f, -1.7f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, -1.7f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.9f, 0.8f, -1.7f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-0.9f, 0.8f, 0.80f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-0.9f, -1.1f, 0.8f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.9f, -1.1f, -1.7f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

25

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/*===============================================================

========*/

// Head (Father)

glLoadIdentity(); // Reset The View

camera.applyTranslations();

glTranslatef(6.4f, 0.6f, -34.3f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(4.5f, 3.9f, -3.3f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, 3.9f, -3.3f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-4.1f, 3.9f, 2.3f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(4.5f, 3.9f, 2.3f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(4.5f, -1.7f, 2.3f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, -1.7f, 2.3f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-4.1f, -1.7f, -3.3f); // Bottom Left Of The Quad (Bottom)

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glTexCoord2f(1.0f, 1.0f);

glVertex3f(4.5f, -1.7f, -3.3f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(4.5f, 3.9f, 2.3f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, 3.9f, 2.3f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-4.1f, -1.7f, 2.3f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(4.5f, -1.7f, 2.3f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(4.5f, -1.7f, -3.3f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, -1.7f, -3.3f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-4.1f, 3.9f, -3.3f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(4.5f, 3.9f, -3.3f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-4.1f, 3.9f, 2.3f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, 3.9f, -3.3f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

27

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glVertex3f(-4.1f, -1.7f, -3.3f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-4.1f, -1.7f, 2.3f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(4.5f, 3.9f, -3.3f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(4.5f, 3.9f, 2.3f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(4.5f, -1.7f, 2.3f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(4.5f, -1.7f, -3.3f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Head2 (Father)

glTranslatef(0.0f, 0.0f, 0.1f); // Move Right And Into The Screen

paper.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(4.5f, 3.9f, 2.3f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, 3.9f, 2.3f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-4.1f, -1.7f, 2.3f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

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glVertex3f(4.5f, -1.7f, 2.3f); // Bottom Right Of The Quad (Front)

glEnd();

// Body (Father)

glTranslatef(0.2f, -6.0f, -0.3f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, -2.3f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.3f, 4.2f, -2.3f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.3f, 4.2f, 1.3f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, 1.3f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, -1.7f, 1.3f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.3f, -1.7f, 1.3f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.3f, -1.7f, -2.3f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, -2.3f); // Bottom Right Of The Quad (Bottom)

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glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, 1.3f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.3f, 4.2f, 1.3f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.3f, -1.7f, 1.3f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, 1.3f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, -1.7f, -2.3f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.3f, -1.7f, -2.3f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.3f, 4.2f, -2.3f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, -2.3f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-2.3f, 4.2f, 1.3f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.3f, 4.2f, -2.3f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.3f, -1.7f, -2.3f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-2.3f, -1.7f, 1.3f); // Bottom Right Of The Quad (Left)

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glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, -2.3f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(2.7f, 4.2f, 1.3f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(2.7f, -1.7f, 1.3f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, -2.3f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Left Hand (Father)

glTranslatef(-5.1f, -1.5f, 0.0f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, -1.4f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, 4.2f, 0.4f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, 0.4f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

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glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.0f, -1.7f, 0.4f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.3f, -1.7f, 0.4f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.3f, -1.7f, -1.4f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.0f, -1.7f, -1.4f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, 0.4f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, 4.2f, 0.4f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.3f, -1.7f, 0.4f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.0f, -1.7f, 0.4f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.0f, -1.7f, -1.4f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(0.3f, -1.7f, -1.4f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, -1.4f); // Top Left Of The Quad (Back)

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glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.0f, 4.2f, 0.4f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(0.3f, -1.7f, -1.4f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(0.3f, -1.7f, 0.4f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glVertex3f(2.7f, 4.2f, -1.4f); // Top Right Of The Quad (Right)

glVertex3f(2.7f, 4.2f, 0.4f); // Top Left Of The Quad (Right)

glVertex3f(2.0f, -1.7f, 0.4f); // Bottom Left Of The Quad (Right)

glVertex3f(2.0f, -1.7f, -1.4f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Right Hand (Father)

glTranslatef(6.9f, 0.2f, 0.1f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Set The Color To Green

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, -1.4f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

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glVertex3f(1.0f, 4.2f, 0.4f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, 0.4f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Set The Color To Orange

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, -1.7f, 0.4f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, -1.7f, 0.4f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, -1.7f, -1.4f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, -1.4f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Set The Color To Red

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, 0.4f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, 4.2f, 0.4f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, -1.7f, 0.4f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, 0.4f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Set The Color To Yellow

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, -1.7f, -1.4f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, -1.7f, -1.4f); // Bottom Right Of The Quad (Back)

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glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, -1.4f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Set The Color To Blue

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.0f, 4.2f, 0.4f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, -1.7f, -1.4f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.0f, -1.7f, 0.4f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Set The Color To Violet

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, -1.4f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(2.7f, 4.2f, 0.4f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(2.7f, -1.7f, 0.4f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, -1.4f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Left Foot (Father)

glTranslatef(-2.0f, -3.4f, -0.5f); // Move Right And Into The Screen

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paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

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glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Top Left Of The Quad (Right)

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glTexCoord2f(0.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Right Foot (Father)

glTranslatef(2.8f, 0.0f, 0.0f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Bottom)

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glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

39

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glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

/*===============================================================

========*/

// Head (Mother)

glLoadIdentity(); // Reset The View

camera.applyTranslations();

glTranslatef(-4.0f, 0.6f, -34.3f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(4.5f, 3.9f, -3.3f); // Top Right Of The Quad (Top)

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glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, 3.9f, -3.3f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-4.1f, 3.9f, 2.3f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(4.5f, 3.9f, 2.3f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(4.5f, -1.7f, 2.3f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, -1.7f, 2.3f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-4.1f, -1.7f, -3.3f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(4.5f, -1.7f, -3.3f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(4.5f, 3.9f, 2.3f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, 3.9f, 2.3f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-4.1f, -1.7f, 2.3f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(4.5f, -1.7f, 2.3f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

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glVertex3f(4.5f, -1.7f, -3.3f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, -1.7f, -3.3f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-4.1f, 3.9f, -3.3f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(4.5f, 3.9f, -3.3f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-4.1f, 3.9f, 2.3f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, 3.9f, -3.3f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-4.1f, -1.7f, -3.3f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-4.1f, -1.7f, 2.3f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(4.5f, 3.9f, -3.3f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(4.5f, 3.9f, 2.3f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(4.5f, -1.7f, 2.3f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(4.5f, -1.7f, -3.3f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

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// Right Hand (Mother)

glTranslatef(1.6f, -7.6f, 0.1f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, -1.4f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, 4.2f, 0.4f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, 0.4f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(3.0f, -1.7f, 0.4f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.3f, -1.7f, 0.4f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.3f, -1.7f, -1.4f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(3.0f, -1.7f, -1.4f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, 0.4f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

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glVertex3f(1.0f, 4.2f, 0.4f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.3f, -1.7f, 0.4f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(3.0f, -1.7f, 0.4f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(3.0f, -1.7f, -1.4f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.3f, -1.7f, -1.4f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, -1.4f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.0f, 4.2f, 0.4f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.3f, -1.7f, -1.4f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.3f, -1.7f, 0.4f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, -1.4f); // Top Right Of The Quad (Right)

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glTexCoord2f(0.0f, 0.0f);

glVertex3f(2.7f, 4.2f, 0.4f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(3.0f, -1.7f, 0.4f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(3.0f, -1.7f, -1.4f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Body (Mother)

glTranslatef(-1.8f, 1.6f, -0.3f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, -2.3f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.3f, 4.2f, -2.3f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.3f, 4.2f, 1.3f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, 1.3f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, -1.7f, 1.3f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.3f, -1.7f, 1.3f); // Top Left Of The Quad (Bottom)

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glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.3f, -1.7f, -2.3f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, -2.3f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, 1.3f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.3f, 4.2f, 1.3f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.3f, -1.7f, 1.3f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, 1.3f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, -1.7f, -2.3f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.3f, -1.7f, -2.3f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.3f, 4.2f, -2.3f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, -2.3f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-2.3f, 4.2f, 1.3f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

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glVertex3f(-2.3f, 4.2f, -2.3f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.3f, -1.7f, -2.3f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-2.3f, -1.7f, 1.3f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, -2.3f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(2.7f, 4.2f, 1.3f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(2.7f, -1.7f, 1.3f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, -2.3f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Right Hand (Mother)

glTranslatef(-5.1f, -1.5f, 0.1f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Set The Color To Green

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, -1.4f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

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glVertex3f(1.0f, 4.2f, 0.4f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, 0.4f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Set The Color To Orange

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, -1.7f, 0.4f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, -1.7f, 0.4f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, -1.7f, -1.4f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, -1.4f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Set The Color To Red

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, 0.4f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, 4.2f, 0.4f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, -1.7f, 0.4f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, 0.4f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Set The Color To Yellow

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, -1.7f, -1.4f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, -1.7f, -1.4f); // Bottom Right Of The Quad (Back)

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glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, 4.2f, -1.4f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Set The Color To Blue

glTexCoord2f(1.0f, 0.0f);

glVertex3f(1.0f, 4.2f, 0.4f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(1.0f, 4.2f, -1.4f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(1.0f, -1.7f, -1.4f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(1.0f, -1.7f, 0.4f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Set The Color To Violet

glTexCoord2f(1.0f, 0.0f);

glVertex3f(2.7f, 4.2f, -1.4f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(2.7f, 4.2f, 0.4f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(2.7f, -1.7f, 0.4f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(2.7f, -1.7f, -1.4f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Left Foot (Mother)

glTranslatef(5.0f, -3.1f, 0.0f); // Move Right And Into The Screen

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paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Bottom)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

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glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Top Left Of The Quad (Right)

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glTexCoord2f(0.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Right Foot (Mother)

glTranslatef(2.6f, 0.0f, 0.0f); // Move Right And Into The Screen

paper2.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Top

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Right Of The Quad (Top)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Left Of The Quad (Top)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Bottom Left Of The Quad (Top)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f, 1.5f, 1.0f); // Default Color Bottom

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Top Right Of The Quad (Bottom)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Top Left Of The Quad (Bottom)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Bottom)

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glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Back

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Back)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Back)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Right Of The Quad (Back)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Left Of The Quad (Back)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Left

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, 0.8f); // Top Right Of The Quad (Left)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-2.1f, 2.8f, -1.3f); // Top Left Of The Quad (Left)

glTexCoord2f(0.0f, 1.0f);

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glVertex3f(-2.1f, -1.1f, -1.3f); // Bottom Left Of The Quad (Left)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-2.1f, -1.1f, 0.8f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Right

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, -1.3f); // Top Right Of The Quad (Right)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-0.1f, 2.8f, 0.8f); // Top Left Of The Quad (Right)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, 0.8f); // Bottom Left Of The Quad (Right)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(-0.1f, -1.1f, -1.3f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad

// Head (Mother)

glTranslatef(-2.3f, 10.6f, 0.2f); // Move Right And Into The Screen

paper.bind();

glBegin(GL_QUADS); // Start Drawing The Cube

glColor3f(1.0f, 1.0f, 1.0f); // Default Color Front

glTexCoord2f(1.0f, 0.0f);

glVertex3f(4.5f, 3.9f, 2.3f); // Top Right Of The Quad (Front)

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-4.1f, 3.9f, 2.3f); // Top Left Of The Quad (Front)

glTexCoord2f(0.0f, 1.0f);

glVertex3f(-4.1f, -1.7f, 2.3f); // Bottom Left Of The Quad (Front)

glTexCoord2f(1.0f, 1.0f);

glVertex3f(4.5f, -1.7f, 2.3f); // Bottom Right Of The Quad (Front)

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glEnd(); // Done Drawing The Quad

// Street

glTranslated(17.5f,-3.6f,-11.0f);

street.bind();

glBegin(GL_QUADS);

glColor3f(1.0f, 1.0f, 1.0f);

glTexCoord2f(1.0f, 0.0f);

glVertex3f(-30.0F, -8.0F, -60.0f);

glTexCoord2f(0.0f, 0.0f);

glVertex3f(-30.0F, -8.0F, 60.0f);

glTexCoord2f(0.0f, 1.0f);

glVertex3f(30.0F, -8.0F, 60.0f);

glTexCoord2f(1.0f, 1.0f);

glVertex3f(30.0F, -8.0F, -60.0f);

glEnd();

/*glTranslatef(-8.3f, -6.4f, 20.3f);

paper.bind();

// glTranslated(1.3f, -5.0f, -29.3f);

glColor3f(1.0f, 1.0f, 1.0f);

Sphere s = new Sphere();

s.draw(2.0f, 70, 70);*/

}

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private void getInput() {

if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { // if user presses

escape key

isRunning = false;

}

if( Display.isCloseRequested()) { // if user closes window

isRunning = false;

}

}

private void init() {

createWindow();

initGL();

isRunning = true;

}

private void createWindow() {

try {

Display.setDisplayMode(new

DisplayMode(WINDOW_DIMENSIONS[0],WINDOW_DIMENSIONS[1]));

Display.setTitle(WINDOW_TITLE);

Display.create();

} catch (LWJGLException e){

e.printStackTrace();

}

try {

// Load the wood texture from "res/images/wood.png"

paper = TextureLoader.getTexture("PNG", new FileInputStream(new

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File("C:\\Users\\Asus\\Documents\\NetBeansProjects\\tugas\\paper.png")));

paper2 = TextureLoader.getTexture("PNG", new FileInputStream(new

File("C:\\Users\\Asus\\Documents\\NetBeansProjects\\tugas\\paper2.png")));

street = TextureLoader.getTexture("PNG", new FileInputStream(new

File("C:\\Users\\Asus\\Documents\\NetBeansProjects\\tugas\\street.png")));

} catch (IOException e) {

e.printStackTrace();

Display.destroy();

System.exit(1);

}

}

private void initGL() {

glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // sets background to grey

glClearDepth(1.0f); // clear depth buffer

glEnable(GL_DEPTH_TEST); // Enables depth testing

glDepthFunc(GL_LEQUAL); // sets the type of test to use for depth testing

glMatrixMode(GL_PROJECTION); // sets the matrix mode to project

glMatrixMode(GL_MODELVIEW);

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

//----------- Variables & method calls added for Lighting Test -----------//

initLightArrays();

glShadeModel(GL_SMOOTH);

glMaterial(GL_FRONT, GL_SPECULAR, matSpecular);

// sets specular material color

glMaterialf(GL_FRONT, GL_SHININESS, 50.0f);

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// sets shininess

glLight(GL_LIGHT0, GL_POSITION, lightPosition);

// sets light position

glLight(GL_LIGHT0, GL_SPECULAR, whiteLight);

// sets specular light to white

glLight(GL_LIGHT0, GL_DIFFUSE, whiteLight);

// sets diffuse light to white

glLightModel(GL_LIGHT_MODEL_AMBIENT, lModelAmbient);

// global ambient light

glEnable(GL_LIGHTING);

// enables lighting

glEnable(GL_LIGHT0);

// enables light0

glEnable(GL_COLOR_MATERIAL);

// enables opengl to use glColor3f to define material color

glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);

// tell opengl glColor3f effects the ambient and diffuse properties of material

//----------- END: Variables & method calls added for Lighting Test

-----------//

}

private static void input() {

while (Keyboard.next()) {

if (Keyboard.getEventKeyState()) {

if (Keyboard.isKeyDown(Keyboard.KEY_F)) {

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flatten = !flatten;

}

if (Keyboard.getEventKey() == Keyboard.KEY_L) {

// Reload the shaders and the heightmap data.

glUseProgram(0);

glDeleteProgram(shaderProgram);

}

if (Keyboard.getEventKey() == Keyboard.KEY_P) {

// Switch between normal mode, point mode, and wire-frame mode.

int polygonMode = glGetInteger(GL_POLYGON_MODE);

if (polygonMode == GL_LINE) {

glPolygonMode(GL_FRONT, GL_FILL);

} else if (polygonMode == GL_FILL) {

glPolygonMode(GL_FRONT, GL_POINT);

} else if (polygonMode == GL_POINT) {

glPolygonMode(GL_FRONT, GL_LINE);

}

}

}

}

if (Mouse.isButtonDown(0)) {

Mouse.setGrabbed(true);

} else if (Mouse.isButtonDown(1)) {

Mouse.setGrabbed(false);

}

if (Mouse.isGrabbed()) {

camera.processMouse(1, 80, -80);

}

camera.processKeyboard(25, 1);

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}

private static void setUpMatrices() {

camera.applyPerspectiveMatrix();

}

private static void setUpStates() {

camera.applyOptimalStates();

glPointSize(2);

// Enable the sorting of shapes from far to near

glEnable(GL_DEPTH_TEST);

// Remove the back (bottom) faces of shapes for performance

glEnable(GL_CULL_FACE);

}

//------- Added for Lighting Test----------//

private void initLightArrays() {

matSpecular = BufferUtils.createFloatBuffer(4);

matSpecular.put(1.0f).put(1.0f).put(1.0f).put(1.0f).flip();

lightPosition = BufferUtils.createFloatBuffer(4);

lightPosition.put(1.0f).put(1.0f).put(1.0f).put(8.0f).flip();

//lightPosition.put(1.0f).put(1.0f).put(1.0f).put(0.0f).flip();

whiteLight = BufferUtils.createFloatBuffer(4);

whiteLight.put(1.0f).put(1.0f).put(1.0f).put(1.0f).flip();

lModelAmbient = BufferUtils.createFloatBuffer(4);

lModelAmbient.put(0.5f).put(0.5f).put(0.5f).put(1.0f).flip();

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}

}

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Daftar Pustaka

[1] Hearn Donald, Baker M. Pauline, Computer Graphics With OpenGL, Pearson

Prentice Hall, United States of America, 2004.

[2] Khronos Group (2008). The Industry’s Foundation for High Performance

Graphics. Available at http://opengl.org/

[3] http://en.wikipedia.org/wiki/Danbo

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