-+Y ;*** no audio
sr = 100
kr = 100
ksmps = 1
nchnls = 1
gi1 ftgen 1,0,256,19,1,1,0,1
gi10 ftgen 10,0,256,10,1
ginumX = 50
ginumY = 50
incrX = 8/ginumX
incrY = 8/ginumY
giFunc ftgen 20,0,-((ginumX+1) * (ginumY+1)),-2, 0
iindex = 0
ix = -4
ij = 0
do1:
iy = -4
ik = 0
do2:
tabw_i ix^3+iy^3, iindex,giFunc
iy = iy+incrY
ik = ik+1
iindex = iindex+1
if ik < ginumY igoto do2
ix = ix+incrX
ij = ij+1
if ij <= ginumX igoto do1 ;*** generate an additional column with respect of row number
print ij
GLfps 24, .5
GLpanel "OpenGL panel", 800, 512
GLpanel_end
FLrun
#include "OpenGL.h"
; giTex1 GLloadTexture "phong.png", $PNG_ALPHA,$GL_REPEAT
giTex1 GLloadTexture "phong.png", $PNG_ALPHA,$GL_REPEAT
glTexGeni $GL_S, $GL_SPHERE_MAP
glTexGeni $GL_T, $GL_SPHERE_MAP
glShadeModel $GL_FLAT
glEnable $GL_TEXTURE_GEN_S
glEnable $GL_TEXTURE_GEN_T
glEnable $GL_TEXTURE_2D
; glLightv $GL_LIGHT0, $GL_AMBIENT, 1, 1, 1, 1
glLightv $GL_LIGHT0, $GL_DIFFUSE, 1, 1, 1, 1
glLightv $GL_LIGHT0, $GL_POSITION, 0, 0, -1, 1
glEnable $GL_DEPTH_TEST
glEnable $GL_CULL_FACE
glEnable $GL_LIGHTING
glEnable $GL_LIGHT0
glEnable $GL_COLOR_MATERIAL
glEnable $GL_NORMALIZE
glFrontFace $GL_CCW
glMaterial $GL_SPECULAR, .8,.8,.8,1
GLshininess 50
; glShadeModel $GL_FLAT
glColor3 .8,.8,1
GLinsert_i $GL_INIT
glMatrixMode $GL_PROJECTION
glLoadIdentity
gluPerspective 30,.1,10
glMatrixMode $GL_MODELVIEW
glLoadIdentity
glClearColor 0,0,0,1
glBindTexture giTex1
GLinsert_i $GL_NOT_VALID
glClear $GL_COLOR_BUFFER_BIT + $GL_DEPTH_BUFFER_BIT
GLinsert_i 1
;///////////////////////////////////////////////////
instr 1
;///////////////////////////////////////////////////
k1 oscili 1,.04,1,.75
k2 oscili 1,.023456,1
k3 oscili 1,.025,1
k3b oscili 2,.013215,1,.75
glLoadIdentity
glTranslate 0,0,-4
glPushMatrix
glScale 2,2,2
glRotate k1*30,1,1,0
glRotate k2*30,1,0,0
glRotate k2*360,0,0,1
; GLtexHF $GL_TRIANGLE_STRIP, k3*.3, ginumX,ginumY,giFunc
GLhf $GL_TRIANGLE_STRIP, k3*k3b, ginumX,ginumY,2,giFunc
glPopMatrix
GLinsert 1.1
endin
f1 0 1024 10 1
i1 0 3600