openGL

#include<GL/glut.h>
float  angle=0.0;
float  angle1=0.0;

void init(void)
{
	/*float mat_specular[]={1.0,1.0,1.0,1.0};
	float mat_shininess[]={50.0};
	float light_position[]={10.0,10.0,10.0,0.0};
	float white_light[]={10.0,10.0,10.0,1.0};
	float lmodel_ambient[]={0.1,0.1,0.1,1.0};*/
	glClearColor(0.0,0.0,0.0,0.0);
	glShadeModel(GL_SMOOTH);
	/*glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
	glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
	glLightfv(GL_LIGHT1,GL_POSITION,light_position);
	glLightfv(GL_LIGHT1,GL_DIFFUSE,white_light);
	glLightfv(GL_LIGHT1,GL_SPECULAR,white_light);
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);*/

	//glEnable(GL_LIGHTING);
	//glEnable(GL_LIGHT0);
	glEnable(GL_DEPTH_TEST);
}
void display()
{
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	
	glPushMatrix();
	glColor3f(1.0,0.0,1.0);
	glTranslated(0.0,0.0,0.0);
	glutSolidSphere(2,40,32);
	glPopMatrix();

	glPushMatrix();
	glColor3f(1.0,0.0,0.0);
	glRotatef(angle,0.0,1.0,0.0);
	glTranslated(5.0,0.0,0.0);
	glutSolidSphere(0.5,40,32);
	glColor3f(1.0,1.0,0.0);
	glRotatef(angle1,0.0,1.0,0.0);
	glTranslated(1.0,0.0,0.0);
	glutSolidSphere(0.1,40,32);
	glPopMatrix();
	
	glutSwapBuffers();
}
void idle()
{
	angle+=1;
   if(angle>360)
   {
	angle=0;
   }
   angle1+=2;
   if(angle1>360)
   {
	   angle1=0;
   }
	display();
	Sleep(30);
  }
void reshape(int w,int h)
{ 
	glViewport(0,0,(int)w,(int)h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	float ratio=w/h;
	if(w<=h)
		glOrtho(-10,10,-10*(float)h/(float)w,10*(float)h/(float)w,-10.0,10.0);
	else
		glOrtho(-10*(float)w/(float)h,10*(float)w/(float)h,-10,10,-10.0,10.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}

int main(int argc,char **argv)
{
	glutInit(&argc,argv);
	glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);
	glutInitWindowSize(500,500);
	glutInitWindowPosition(100,100);
	glutCreateWindow(argv[0]);
	init();
	glutDisplayFunc(display);
	glutIdleFunc(idle);
	glutReshapeFunc(reshape);
	glutMainLoop();
	return 0;
}

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