Ejemplo n.º 1
0
void vrlib_init (void)
{
    vrStart ();
    vrFunctionSetCallback (VRFUNC_DISPLAY_INIT,
                           vrCallbackCreate (vrlib_init_GL, 0));
    vrFunctionSetCallback (VRFUNC_DISPLAY_FRAME,
                           vrCallbackCreate (vrlib_frame, 0));
    vrFunctionSetCallback (VRFUNC_DISPLAY,
                           vrCallbackCreate (vrlib_display, 0));
    return;
}
Ejemplo n.º 2
0
int main(int argc, char* argv[])
{
	char	buffer[2048];		/* string buffer for self-control list */

	signal(SIGINT, SIG_IGN);

	vrConfigure(&argc, argv, NULL);
	vrStart();

	signal(SIGINT, exit_application);

	/* TODO: it would be nice to put these above vrStart(), since */
	/*   it will block until all input devices are open, and this */
	/*   way we could be rendering something while waiting.       */
	/* TODO: actually, we almost *need* to have the init_gfx stuff*/
	/*   set before vrStart, so the window opening function will  */
	/*   have something to call (other than vrDoNothing()).       */
	/*   In fact, I have no idea how init_gfx() gets called at    */
	/*   all given the current setup.                             */
	vrFunctionSetCallback(VRFUNC_ALL_DISPLAY_INIT, vrCallbackCreate(init_gfx, 0));
	vrFunctionSetCallback(VRFUNC_ALL_DISPLAY, vrCallbackCreate(draw_server_world, 0));
	vrFunctionSetCallback(VRFUNC_HANDLE_USR2, vrCallbackCreate(vrDbgInfo, 0));

	if (vrContext->input->num_input_devices > 0) {
		vrDbgPrintfN(SELDOM_DBGLVL+1, "input viewer: input device[0] version = '%s'\n",
			vrContext->input->input_devices[0]->version);
	} else {
		vrDbgPrintfN(SELDOM_DBGLVL+1, "input viewer: No input devices defined.\n");
	}

	vrSystemSetName("inputs -- FreeVR inputs display application");
	vrSystemSetAuthors("Bill Sherman");
	list_self_controls(buffer, vrContext->input, sizeof(buffer), verbose);
	vrPrintf(buffer);
	vrSystemSetExtraInfo(buffer);

	vrDbgPrintf("input viewer: looping\n");
	while(vrFrame()) {
		update_world();
	}

	exit_application();

	exit(0);
}