static void RenderEval(void) { if (colorType) { glEnable(GL_MAP1_COLOR_4); glEnable(GL_MAP2_COLOR_4); } else { glDisable(GL_MAP1_COLOR_4); glDisable(GL_MAP2_COLOR_4); } if (textureType) { glEnable(GL_TEXTURE_2D); glEnable(GL_MAP2_TEXTURE_COORD_2); } else { glDisable(GL_TEXTURE_2D); glDisable(GL_MAP2_TEXTURE_COORD_2); } if (polygonFilled) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } else { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } glShadeModel(GL_SMOOTH); switch (mapType) { case EVAL: switch (arrayType) { case ONE_D: glDisable(GL_MAP2_VERTEX_4); glEnable(GL_MAP1_VERTEX_4); DrawPoints1(); DrawMapEval1(0.1 / VORDER); break; case TWO_D: glDisable(GL_MAP1_VERTEX_4); glEnable(GL_MAP2_VERTEX_4); DrawPoints2(); DrawMapEval2(0.1 / VMAJOR_ORDER, 0.1 / VMINOR_ORDER); break; } break; case MESH: switch (arrayType) { case ONE_D: DrawPoints1(); glDisable(GL_MAP2_VERTEX_4); glEnable(GL_MAP1_VERTEX_4); glColor3f(0.0, 0.0, 1.0); glMapGrid1d(40, 0.0, 1.0); if (mapPoint) { glPointSize(2); glEvalMesh1(GL_POINT, 0, 40); } else { glEvalMesh1(GL_LINE, 0, 40); } break; case TWO_D: DrawPoints2(); glDisable(GL_MAP1_VERTEX_4); glEnable(GL_MAP2_VERTEX_4); glColor3f(0.0, 0.0, 1.0); glMapGrid2d(20, 0.0, 1.0, 20, 0.0, 1.0); if (mapPoint) { glPointSize(2); glEvalMesh2(GL_POINT, 0, 20, 0, 20); } else if (polygonFilled) { glEvalMesh2(GL_FILL, 0, 20, 0, 20); } else { glEvalMesh2(GL_LINE, 0, 20, 0, 20); } break; } break; } }
static void RenderEval(void) { if (colorType) { glEnable(GL_MAP1_COLOR_4); glEnable(GL_MAP2_COLOR_4); } else { glDisable(GL_MAP1_COLOR_4); glDisable(GL_MAP2_COLOR_4); } if (textureType) { glEnable(GL_TEXTURE_2D); glEnable(GL_MAP2_TEXTURE_COORD_2); } else { glDisable(GL_TEXTURE_2D); glDisable(GL_MAP2_TEXTURE_COORD_2); } if (polygonFilled) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } else { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } glShadeModel(GL_SMOOTH); switch (mapType) { case EVAL: switch (arrayType) { case ONE_D: glDisable(GL_MAP2_VERTEX_4); glEnable(GL_MAP1_VERTEX_4); DrawPoints1(); DrawMapEval1(0.1 / VORDER); break; case TWO_D: glDisable(GL_MAP1_VERTEX_4); glEnable(GL_MAP2_VERTEX_4); DrawPoints2(); DrawMapEval2(0.1 / VMAJOR_ORDER, 0.1 / VMINOR_ORDER); break; } break; case MESH: switch (arrayType) { case ONE_D: DrawPoints1(); glDisable(GL_MAP2_VERTEX_4); glEnable(GL_MAP1_VERTEX_4); glColor3f(0.0, 0.0, 1.0); glMapGrid1d(40, 0.0, 1.0); if (mapPoint) { glPointSize(2); glEvalMesh1(GL_POINT, 0, 40); } else { glEvalMesh1(GL_LINE, 0, 40); } break; case TWO_D: DrawPoints2(); glDisable(GL_MAP1_VERTEX_4); glEnable(GL_MAP2_VERTEX_4); glColor3f(0.0, 0.0, 1.0); glMapGrid2d(20, 0.0, 1.0, 20, 0.0, 1.0); if (mapPoint) { glPointSize(2); glEvalMesh2(GL_POINT, 0, 20, 0, 20); } else if (polygonFilled) { glEvalMesh2(GL_FILL, 0, 20, 0, 20); } else { glEvalMesh2(GL_LINE, 0, 20, 0, 20); } break; default:; /* Mesa makes GLenum be a C "enum" and gcc will warn if all the cases of an enum are not tested in a switch statement. Add default case to supress the error. */ } break; } }