Beispiel #1
0
int main(int argc, char** argv) {

	for (int i = 0; i < M.GetLayers(); i++)
	{
		M.Show(i);
		printf("\n");
	}

	current_elevator_i = M.getElevatorI();
	current_elevator_j = M.getElevatorJ();

	fvc = read_obj("flashlight.obj", fv, ftv, fn);

	initGLUT(&argc, argv);
	initGLEW();
	initOpenGL();

	
	glutKeyboardFunc(Movement);
	glutWarpPointer(200, 200);
	glutMotionFunc(MouseActiveMotion);
	glutPassiveMotionFunc(MouseMotion);
	glutMouseFunc(MouseButtons);
	glutMainLoop();

	freeVAO();
	freeVBO();
	cleanShaders();
	return 0;
}
LTexture::~LTexture()
{
    //Free texture data if needed
    freeTexture();

    //Free VBO and IBO if needed
    freeVBO();
}
Beispiel #3
0
 Image::~Image()
 {
     freeVBO();
 }
Beispiel #4
0
 Array<Vec3i>&       mutableIndices      (int submesh)                   { FW_ASSERT(isInMemory()); freeVBO(); return *m_submeshes[submesh].indices; }
Beispiel #5
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 U8*                 addVertices         (const void* ptr, int num)      { FW_ASSERT(isInMemory() && num >= 0); freeVBO(); m_numVertices += num; U8* slot = m_vertices.add(NULL, num * m_stride); if (ptr) memcpy(slot, ptr, num * m_stride); return slot; }
Beispiel #6
0
 U8*                 getMutableVertexPtr (int idx = 0)                   { FW_ASSERT(isInMemory() && idx >= 0 && idx <= numVertices()); freeVBO(); return m_vertices.getPtr() + idx * m_stride; }