Code:
void draw ()
{
float z = 4;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTranslatef(-3.0f, -3.0f, -10.0f);
glRotatef(angle, 0.0f, 0.0f, 4.5f);
glBegin(GL_QUADS);
// RED SQUARE (front)
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-0.5f, 0.5f, z);
glVertex3f(0.5f, 0.5f, z);
glVertex3f(0.5f, -0.5f, z);
glVertex3f(-0.5f, -0.5f, z);
// BLUE SQUARE (top)
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(-0.5f, 0.5f, z);
glVertex3f(0.5f, 0.5f, z);
z -= 1;
glVertex3f(0.5f, 0.5f, z);
glVertex3f(-0.5f, 0.5f, z);
// GREEN SQUARE (back)
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(-0.5f, -0.5f, z);
glVertex3f(0.5f, -0.5f, z);
glVertex3f(0.5f, 0.5f, z);
glVertex3f(-0.5f, 0.5f, z);
z += 1;
// WHITE SQUARE (right)
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(0.5f, 0.5f, z);
glVertex3f(0.5f, -0.5f, z);
z -= 1;
glVertex3f(0.5f, -0.5f, z);
glVertex3f(0.5f, 0.5f, z);
z += 1;
// YELLOW SQUARE (left)
glColor3f(1.0f, 1.0f, 0.0f);
glVertex3f(-0.5f, 0.5f, z);
glVertex3f(-0.5f, -0.5f, z);
z -= 1;
glVertex3f(-0.5f, -0.5f, z);
glVertex3f(-0.5f, 0.5f, z);
glEnd();
glPopMatrix();
if (angle < 360) angle += 5.0f;
else angle = 0.0f;
SDL_GL_SwapBuffers();
} // end draw ()
Also, my settings are:
Code:
void initGLsettings ()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
glViewport(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0f, 1.0f*SCREEN_WIDTH/SCREEN_HEIGHT, 0.1f, 125.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
edit: I said if I go to the right it must about some Z-axis as well. I mean it has to be about a large y-axis.