void ThreeDWidget::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); drawView(); drawFloor(); drawOriginal(); // drawSkeleton(); drawPointCloud(); if(_calibrated) drawCameras(); }
void render() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); { /* "World" rotation, controlled by mouse */ glRotatef(xRot, 1, 0, 0); glRotatef(yRot, 0, 1, 0); // Glow Source Pass glow.beginGlowSource(); { drawGlowSources(); } glow.endGlowSource(); // Original Sources Pass glow.beginOriginal(); { drawOriginal(); } glow.finishOriginal(); } glPopMatrix(); showFPS(); // update the angle: TMP rotationAngle += 0.2f; if ( rotationAngle > 360.0f) { rotationAngle -= 360.0f; } glutSwapBuffers(); }