/** * Render to the display */ void Triangle::Render() { // clear the screen glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); RenderTriangle(); AnimateTriangle(); CheckGLError("Triangle::Render"); }
static INT Process( APU_INTERNAL *pme, INT channel ) { switch( channel ) { case 0: return RenderRectangle( pme, &pme->ch0 ); case 1: return RenderRectangle( pme, &pme->ch1 ); case 2: return RenderTriangle(pme); case 3: return RenderNoise(pme); case 4: return RenderDPCM(pme); default: return 0; } return 0; }
INT APU_INTERNAL::Process( INT channel ) { switch( channel ) { case 0: return RenderRectangle( ch0 ); case 1: return RenderRectangle( ch1 ); case 2: return RenderTriangle(); case 3: return RenderNoise(); case 4: return RenderDPCM(); default: return 0; } return 0; }
void OpenGLRenderer::RenderPrimitive(PrimitiveType primitive) { switch (primitive) { case AbstractRenderer::Point: RenderPoint(); break; case AbstractRenderer::Line: RenderLine(); break; case AbstractRenderer::Triangle: RenderTriangle(); break; case AbstractRenderer::Quad: RenderQuad(); break; default: break; } }
void RenderStatic() { SetWindow(-1.0,1.0,-1.0,1.0); SetViewport(0,480,0,480); RenderTriangle(Triangle); glColor3f(sin((float)rand()),cos((float)rand()),tan((float)rand())); GetCenterAndRadius(Triangle,center,radius); RenderCircle(center,radius); glColor3f(sin((float)rand()),cos((float)rand()),tan((float)rand())); GetInnerCircle(Triangle,InnerTriangle); GetCenterAndRadius(InnerTriangle,center,radius); RenderCircle(center,radius); glColor3f(sin((float)rand()),cos((float)rand()),tan((float)rand())); GetNineCircle(Triangle,NineTriangle); GetCenterAndRadius(NineTriangle,center,radius); RenderCircle(center,radius); RenderPoints(); }