static void RenderCallback() { // Clear buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Setup camera glMatrixMode(GL_PROJECTION); SetupCameraMatrix(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_LIGHTING); if(0 /*gRenderWireframe*/) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); gCollisionTests[gTest]->PerformTest(); // Draw tweak bars TwDraw(); glutSwapBuffers(); glutPostRedisplay(); if(gSelectedTest!=gTest) { gCollisionTests[gTest]->Deselect(); gTest = gSelectedTest; gCollisionTests[gTest]->Select(); } }
void CameraManager::UpdateCameraPose() { SetCamera(mCameraPoses[mNbFrames].mOrig, mCameraPoses[mNbFrames].mDir); glMatrixMode(GL_PROJECTION); SetupCameraMatrix(); mNbFrames++; if(mNbFrames==mNbCameraPoses) mNbFrames=0; }