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Mac technology—OpenGL
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viewpoint conversion and projection conversion, beeline and variable stipple mode, pixel encapsulation method, lamp-house position and specality, object material property etc.)

Now we crate a solar system
Share the codes as below:
1. #import <Foundation/Foundation.h>
2. #import <OpenGL/OpenGL.h>
3. #import <GLUT/GLUT.h>
4. 
5. #define DAYS 30
6. #define MOUNTHS 12
7. 
8. float mounth ;
9. 
10. void init ( void )
11. {
12.     mounth = 0 ;
13.    
14.     glClearColor ( 0.0 , 0.0 , 0.0 , 0.0 ) ;
15.     glShadeModel( GL_SMOOTH ) ;
16. }
17. 
18. void reshape ( int w , int h )
19. {
20.     glViewport( 0 , 0 , (GLsizei ) w , ( GLsizei ) h ) ;
21.     glMatrixMode( GL_PROJECTION ) ;
22.     glLoadIdentity() ;
23.     gluPerspective( 60.0 , (GLfloat ) w / ( GLfloat ) h , 1.0 , 200.0 ) ;
24.     glMatrixMode( GL_MODELVIEW ) ;
25.     gluLookAt( 100 , 100 , 0 , 0 , 0 , 0 , 0 , 1 , 0 ) ;
26. }
27. 
28. void mouseSence ( int button , int state , int x , int y )
29. {
30. }
31. 
32. void keyboard ( unsigned char key , int x , int y )
33. {
34. }
35. 
36. void display ( void )
37. {
38.     mounth = mounth + (float)0.1/DAYS ;
39. &

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