int main(int argc, char *argv[]){ PaStream *stream; sharedBuffer = (Packet *)malloc(sizeof(Packet) * BUFFER_SIZE); processArgs(argc, argv); if (!startAudio(stream, argv[1])){ exit(1); } // TODO - get rid of glut stuff and set up context manually setupGlut(argc, argv); GLenum err = glewInit(); if (GLEW_OK != err){ fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err)); exit(1); } SetupRC(); glutMainLoop(); free(sharedBuffer); endAudio(stream); exit(0); }
int main(int argc, char* argv[]) { OSG::osgInit(argc,argv); setupGlut(&argc, argv); setupScene(); OSG::commitChanges(); glutReshapeWindow(600, 600); glutMainLoop(); return EXIT_SUCCESS; }
int main(int argc, char **argv) { std::string fileName(argv[1]); primaryOBJ = new model(fileName, verticesPerFace); //setup glut window setupGlut(argc, argv); //setup the projection and view matrices initViewport(); //initialize the cube map textures that will form our skybox initCubeMap(); // initialize the fbo for dynamic cubemapping //initDynamicCubeMap(); // standard light initialization. Relatively unchanged from the Bunny project create_lights(); //standard material initialization. Relatively unchanged from the Bunny project create_material(); teapotShader = set_shaders((char *)"phongEC"); planeShader = set_shaders((char *)"plane"); // This will read in the texture that will be applied to the teapot, if a texture is applied to the teapot at all // initTeapotTexture((char*)"textures/bubble_color.ppm"); initCircleTexture((char*)"textures/circle.tga"); // setting up the main shader for the teapot defaultShader = set_shaders((char*)"phongEC"); // setting up the shader for the skybox / cube map skyboxShader = set_shaders((char*)"skybox"); // set up the skybox geometry cube initSkyboxGeometry(); // Main loop functions glutDisplayFunc(draw_AA); glutKeyboardFunc(keyBindings); glutSpecialFunc(translateCam); glutMainLoop(); return 0; }
int main(int argi, char* argv[]){ setupGlut(argi, argv); glutMainLoop(); }