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int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glBegin(GL_QUADS); // Dörtgen Prizması başlangıcı
glColor3f(1.0f,0.0f,0.0f);
// Ön taraf
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f,1.0f, -1.0f);
glVertex3f(-1.0f,1.0f, -1.0f);
// Sol Yan Taraf
glColor3f(1.0f,1.0f,0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f( -1.0f, -1.0f, -3.0f);
glVertex3f( -1.0f,1.0f, -3.0f);
glVertex3f(-1.0f,1.0f, -1.0f);
// Taban Taraf
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f( -1.0f, -1.0f, -3.0f);
glVertex3f( 1.0f,-1.0f, -3.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
// Sağ Yan Taraf
glColor3f(1.0f,0.0f,1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -3.0f);
glVertex3f( 1.0f,1.0f, -3.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
// Üst Taraf
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f( -1.0f, 1.0f, -3.0f);
glVertex3f( 1.0f,1.0f, -3.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
//Arka Taraf
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(-1.0f, -1.0f, -3.0f);
glVertex3f( 1.0f, -1.0f, -3.0f);
glVertex3f( 1.0f,1.0f, -3.0f);
glVertex3f(-1.0f,1.0f, -3.0f);
//pencere
glColor3f(1.0f,1.0f,0.0f);
glVertex3f(-0.5f, -0.5f, -1.0f);
glVertex3f(-0.5f, 0.5f, -1.0f);
glVertex3f(0.5f, 0.5f, -1.0f);
glVertex3f(0.5f, -0.5f, -1.0f);
glEnd(); // Dörtgen Prizması Çizim Bitimi
glBegin(GL_TRIANGLES); // Üçgen Pramit Çizim Başlangıcı
// Pramit Ön Parça
glColor3f(1.0f,1.0f,0.0f);
glVertex3f( -1.0f, 1.0f, -1.0f);
glVertex3f(1.0f,1.0f, -1.0f);
glVertex3f( 0.0f,3.0f, -2.0f);
// Pramit Sol Parça
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( -1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f,1.0f, -3.0f);
glVertex3f( 0.0f,3.0f, -2.0f);
// Pramit Arka Parça
glColor3f(1.0f,1.0f,0.0f);
glVertex3f( -1.0f, 1.0f, -3.0f);
glVertex3f(1.0f, 1.0f, -3.0f);
glVertex3f( 0.0f,3.0f, -2.0f);
// Pramit Sağ Parça
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( 1.0f, 1.0f, -3.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f( 0.0f,3.0f, -2.0f);
glEnd(); // Üçgen Pramit Çizim Bitimi
return TRUE;
} |