// Code taken from Dr. Geist's handout void do_stuff() { float eyepoint[3], viewpoint[3]; int k; glEnable(GL_DEPTH_TEST); glClearColor(0.8,0.6,0.62,1.0); glBindFramebufferEXT(GL_FRAMEBUFFER,1); glUseProgram(0); for(k=0;k<3;k++){ eyepoint[k] = light0_position[k]; viewpoint[k] = light0_direction[k]+light0_position[k]; } view_volume(eyepoint,viewpoint, 0); lights(); aa_display(eyepoint,viewpoint); glBindFramebufferEXT(GL_FRAMEBUFFER,0); save_matrix(eyepoint,viewpoint); glUseProgram(sprogram); glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D,1); // Draw scene from the intended eye point, complete with shadows. eyepoint[0] = 1.0; eyepoint[1] = 2.0; eyepoint[2] = -5.0; viewpoint[0] = 0.0; viewpoint[1] = 0.0; viewpoint[2] = 0.0; view_volume(eyepoint,viewpoint, 0); lights(); aa_display(eyepoint,viewpoint); glutSwapBuffers(); }
void aa_flush(aa_context * c) { if (c->driver->print != NULL) aa_display(c, 0, 0, aa_imgwidth(c), aa_imgheight(c)); if (c->driver->flush != NULL) { int cursor=c->mousemode; if(cursor&&c->mousedriver!=NULL&&(c->mousedriver->flags&AA_HIDECURSOR)) aa_hidemouse(c); c->driver->flush(c); if(cursor&&c->mousedriver!=NULL&&(c->mousedriver->flags&AA_HIDECURSOR)) aa_showmouse(c); } }