void BlendShapeViewer::paintGL() {
	makeCurrent();

	glClearColor(1, 1, 1, 0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glEnable(GL_DEPTH_TEST);
	glDepthMask(GL_TRUE);

	glEnable(GL_CULL_FACE);
	glCullFace(GL_BACK);
	glPushMatrix();
	
	// setup the viewing matrices
	setupViewingParameters();
	
	enableLighting();

	glColor4f(0, 0.5, 1.0, 1.0);
	mesh.draw();
	//drawGenreatedMesh();

	glColor4f(0, 0, 0, 0.25);
	targetMesh.drawFrame();

	if( showLandmarks )
		drawLandmarks();

	disableLighting();

	//drawMeshToFBO();

	glPopMatrix();
	glDisable(GL_CULL_FACE);
}
Beispiel #2
0
void renderFunction()
{
    float grey = 241.0;
    glClearColor(grey/255.0, grey/255.0, grey/255.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT);
    glLoadIdentity();
    glOrtho(-20.0, areaWidth+25.0, -20.0, areaHeight+25.0, -1.0, 1.0);
    
    drawAxes();
    drawCamera(simCamera.position(), 1.0, 0.0, 0.0);
    drawCamera(filter.position(), 0.0, 0.0, 1.0);
    printf("\n");
    drawLandmarks();

    glutSwapBuffers();
    glFlush();
}
Beispiel #3
0
void WorldDrawer::drawWorld()
{
    memset(image->imageData, 0, sizeof(char) * image->width * image->height * image->nChannels);
    drawLandmarks();
}