Beispiel #1
0
/*  Main Loop  */
int mainFeedback(int argc, char** argv) {
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
	glutInitWindowSize(100, 100);
	glutInitWindowPosition(100, 100);
	glutCreateWindow(argv[0]);
	initFeedback();
	glutDisplayFunc(displayFeedback);
	glutKeyboardFunc(keyboardFeedback);
	glutMainLoop();
	return 0;
}
	bool begin()
	{
		bool Validated = true;

		glGenQueries(1, &Query);

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initFeedback();

		return Validated && this->checkError("begin");
	}
bool begin()
{
	bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

	glGenQueries(1, &Query);

	if(Validated && glf::checkExtension("GL_ARB_debug_output"))
		Validated = initDebugOutput();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();
	if(Validated)
		Validated = initFeedback();

	return Validated && glf::checkError("begin");
}
	bool begin()
	{
		bool Validated = true;

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initFeedback();

		glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]);
		UniformPointer = (glm::mat4*)glMapBufferRange(
			GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4),
			GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

		return Validated;
	}
	bool begin()
	{
		bool Validated = true;
		Validated = Validated && this->checkExtension("GL_ARB_enhanced_layouts");

		if(Validated)
			Validated = initProgram();
		if(Validated)
			Validated = initBuffer();
		if(Validated)
			Validated = initVertexArray();
		if(Validated)
			Validated = initFeedback();
		if(Validated)
		{
			glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]);
			UniformPointer = (glm::mat4*)glMapBufferRange(
				GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4),
				GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
		}

		return Validated;
	}