void display(void) { GLint viewport[4]; int jitter; glGetIntegerv (GL_VIEWPORT, viewport); glClear(GL_ACCUM_BUFFER_BIT); for (jitter = 0; jitter < ACSIZE; jitter++) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); /* Note that 4.5 is the distance in world space between * left and right and bottom and top. * This formula converts fractional pixel movement to * world coordinates. */ glTranslatef (j8[jitter].x*4.5/viewport[2], j8[jitter].y*4.5/viewport[3], 0.0); displayObjects (); glPopMatrix (); glAccum(GL_ACCUM, 1.0/ACSIZE); } glAccum (GL_RETURN, 1.0); glFlush(); }
void display() { static int frame_no=0; static int sceneRotation=0; glClearColor (0.3,0.3,0.8,1.0); //background color - color buffer glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);//clearing buffers of: colors, z-buffer, "szablonowego" // wybór macierzy modelowania //glMatrixMode (GL_MODELVIEW); //glLoadIdentity (); frame_no += engineSpeed; if(frame_no<720) frame_no ++; else frame_no = 0; if(sceneRotation<3600 ) sceneRotation ++; else sceneRotation = 0; //okrazanie sceny przez obserwatora //glMatrixMode( GL_PROJECTION );//rotacja sceny //glPushMatrix();//rotacja sceny // glRotatef( frame_no, 0.0, 1.0, 0.0 );//rotacja sceny // glMatrixMode( GL_MODELVIEW );//rotacja sceny displayObjects(frame_no, sceneRotation); //displaying scene // glMatrixMode( GL_PROJECTION );//rotacja sceny //glPopMatrix();// glFlush(); glutSwapBuffers(); glfwSwapBuffers(); }
void display(void) { GLint viewport[4]; int jitter; glGetIntegerv (GL_VIEWPORT, viewport); glClear(GL_ACCUM_BUFFER_BIT); for (jitter = 0; jitter < ACSIZE; jitter++) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); accPerspective (50.0, (GLdouble) viewport[2]/(GLdouble) viewport[3], 1.0, 15.0, j8[jitter].x, j8[jitter].y, 0.0, 0.0, 1.0); displayObjects (); glAccum(GL_ACCUM, 1.0/ACSIZE); } glAccum (GL_RETURN, 1.0); glFlush(); }
void C3D::display () { //## begin C3D::display%40E2158C0209.body preserve=yes GLint viewport[4]; int jitter; // int i; glGetIntegerv (GL_VIEWPORT, viewport); glClear(GL_ACCUM_BUFFER_BIT); // for ( i = 0; i < 10; i++ ) for (jitter = 0; jitter < ACSIZE; jitter++) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); accPerspective (50.0, (GLdouble) viewport[2]/(GLdouble) viewport[3], 1.0, 15.0, j8[jitter].x, j8[jitter].y, 0.0, 0.0, 1.0); displayObjects (); glAccum(GL_ACCUM, 1.0/ACSIZE); } glAccum (GL_RETURN, 1.0); glFlush(); //## end C3D::display%40E2158C0209.body }