void draw(){ printf("WindowDer_draw\n"); Window::draw(); WindowA::draw(); WindowB::draw(); own_draw(); }
void modelObject::draw() { glPushMatrix(); if(position.x || position.y || position.z) glTranslatef(position.x,position.y,position.z); if(rotation.x) glRotatef(rotation.x,1.0,0.0,0.0); if(rotation.y) glRotatef(rotation.y,0.0,1.0,0.0); if(rotation.z) glRotatef(rotation.z,0.0,0.0,1.0); glScalef(scale.x,scale.y,scale.z); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material.ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material.diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material.specular); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, material.emission); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess); own_draw(); glPopMatrix(); }
void draw(){ printf("WindowB_draw\n"); own_draw(); Window::draw(); }