int InitGL(GLvoid) // All Setup For OpenGL Goes Here { glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.05f, 0.05f, 0.05f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations initBezier(); // Initialize the Bezier's control grid NeHeLoadBitmap("../../data/NeHe.bmp",mybezier.texture); // Load the texture mybezier.dlBPatch = genBezier(mybezier, divs); // Generate the patch return TRUE; // Initialization Went OK }
int initGL() /* All Setup For OpenGL Goes Here */ { glEnable(GL_TEXTURE_2D); /* Enable Texture Mapping */ glShadeModel(GL_SMOOTH); /* Enable Smooth Shading */ glClearColor(0.05f, 0.05f, 0.05f, 0.5f); /* Black Background */ glClearDepth(1.0f); /* Depth Buffer Setup */ glEnable(GL_DEPTH_TEST); /* Enables Depth Testing */ glDepthFunc(GL_LEQUAL); /* The Type Of Depth Testing To Do */ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); /* Really Nice Perspective Calculations */ initBezier(); /* Initialize the Bezier's control grid */ LoadGLTexture(&(mybezier.texture), "./data/NeHe.bmp"); /* Load the texture */ mybezier.dlBPatch = genBezier(mybezier, divs); /* Generate the patch */ resizeGLScene(GLWin.width, GLWin.height); glFlush(); return True; /* Initialization Went OK */ }