Ejemplo n.º 1
0
void myinit()
{
	g_iLineList = glGenLists(1);
	glNewList(g_iLineList, GL_COMPILE);
	makeLines();
	glEndList();

	initTexture(&g_iFloorName, g_pFloorTexture);
	g_iFloorList = glGenLists(2);
	glNewList(g_iFloorList, GL_COMPILE);
	makeFloor();
	glEndList();

	initTexture(&g_iSkyName, g_pSkyTexture);
	g_iSkyList = glGenLists(3);
	glNewList(g_iSkyList, GL_COMPILE);
	makeSky();
	glEndList();

	g_iTrackList = glGenLists(4);
	glNewList(g_iTrackList, GL_COMPILE);
	makeTracks();
	glEndList();

	glClearColor(0.0, 0.0, 0.0, 0.0);   // set background color
	glEnable(GL_DEPTH_TEST);            // enable depth buffering
	glShadeModel(GL_SMOOTH);            // interpolate colors during rasterization

	moveCamera();
}
Ejemplo n.º 2
0
void Concavefloor::init()
{
	worldsizeZ = settings->getCVarPtr("worldsizeZ");

	makeFloor();

	if ( settings->getCVar("autoload") )
		loadAllCritters();
	if ( settings->getCVar("autoloadlastsaved") )
		loadAllLastSavedCritters();
}
Ejemplo n.º 3
0
void TestWorld1::init()
{
	makeFloor();

	// extra Ground Floor

	float WallWidth = 0.1f;
	float WallHalfWidth = WallWidth/2.0f;

	decSizeFactor = 0.5f;
	elevations = 10;

	insertHight = 1.0f + (WallWidth*elevations);

	for ( unsigned int i=0; i < elevations; i++ )
	{
		btVector3 position( (float)settings->getCVar("worldsizeX")/2.0f, (i*WallWidth)+WallHalfWidth, (float)settings->getCVar("worldsizeY")/2.0f );
		Wall* w = new Wall( (float)settings->getCVar("worldsizeX")/(decSizeFactor*(i+2)), WallWidth, (float)settings->getCVar("worldsizeY")/(decSizeFactor*(i+2)), position, m_dynamicsWorld );
		w->color.r = 0.34f+(0.005f*i); w->color.g = 0.25f+(0.005f*i); w->color.b = 0.11f+(0.005f*i);
		walls.push_back(w);
	}
}
Ejemplo n.º 4
0
Archivo: gl.c Proyecto: Spekkio/sdltest
int initGL(void)
{
  float aspect_ratio;
  GLenum res;

  x_position=y_position=0.0;
  yd=xd=0.0;

  /*Init GLEW*/
  res = glewInit();
  if(res != GLEW_OK)
    {
      printf("Error: glewInit() '%s'\n",glewGetErrorString(res));
      return -1;
    }

  /*Print Version string*/
  getGLVersion();
  /*
  compileShaders();
  */ 
  

  /*Settings*/
  glShadeModel(GL_SMOOTH);

  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glEnable( GL_BLEND );

  glClearDepth(1.0);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);
  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

  /*Clear screen*/
  glClearColor(0.0, 0.0, 0.0, 1.0);
  /*
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);  
  */
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  aspect_ratio = 800.0f/600.0f;
  gluPerspective(70.0, aspect_ratio, 1.0, 500.0);

  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

  /*Generate a Sphere*/
  sphere = glGenLists(1);
  glNewList(sphere, GL_COMPILE);
  makeSphere(RADIUS);
  glEndList();

  /*Generate the floor*/
  tfloor = glGenLists(1);
  glNewList(tfloor, GL_COMPILE);
  makeFloor(2.0);
  glEndList();

  /*Suzanne from Blender import*/
  suzanne = glGenLists(1);
  glNewList(suzanne, GL_COMPILE);
  Suzanne();
  glEndList();

  /*VBO Test*/
  vtest[0].x = 0.1;
  vtest[0].y = 0.2;
  vtest[0].z = 0.3;

  vtest[1].x = 0.1;
  vtest[1].y = 0.2;
  vtest[1].z = 0.3;

  vtest[2].x = 0.1;
  vtest[2].y = 0.2;
  vtest[2].z = 0.3;

  glGenBuffers(1, &VBO);
  glBindBuffer(GL_ARRAY_BUFFER, VBO);
  glBufferData(GL_ARRAY_BUFFER, sizeof(vtest), vtest, GL_STATIC_DRAW);

  return 0;
}