void SetupRC() { int i,j; //calculate initial control points from center points //assumes that z=0 y=0, for (i=0; i<nNumPoints; i++) for(j=0; j<3; j++) ctrlPoints[i][j][0]=centerPoints[i][j][0]+radius; //Clear window to black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glColor3f(1.0f, 1.0f, 1.0f); //lighting initialization glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); //premap control points glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0); initlights(); /* for lighted version only */ }
void initScene() { glEnable(GL_DEPTH_TEST); // Load or call scenario DLid = createDL(); initlights(); }
// init function void init(void) { // background color glClearColor(0.0, 0.0, 0.0, 0.0); // whether shading is smooth or flat glShadeModel(GL_SMOOTH); initlights(); }
void init(void) { glClearColor(0.0, 0.0, 0.0, 0.0); glEnable(GL_DEPTH_TEST); glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &ctrlpoints[0][0][0]); glEnable(GL_MAP2_VERTEX_3); glEnable(GL_AUTO_NORMAL); glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0); initlights(); /* for lighted version only */ }
void init(void) { //Color de fondo azul glClearColor(157.0 / 255.0, 198.0 / 255.0, 236.0 / 255.0, 1.0); glEnable(GL_DEPTH_TEST); glEnable(GL_MAP1_VERTEX_3); glEnable(GL_MAP2_VERTEX_3); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0); initlights(); }
void Sample_12_4::initGL() { glPushAttrib(GL_ALL_ATTRIB_BITS); glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &ctrlpoints_12_4[0][0][0]); glMap2f(GL_MAP2_TEXTURE_COORD_2, 0, 1, 2, 2, 0, 1, 4, 2, &texpts[0][0][0]); glEnable(GL_MAP2_TEXTURE_COORD_2); glEnable(GL_MAP2_VERTEX_3); glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0); makeImage(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imageWidth, imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glShadeModel (GL_FLAT); initlights(); /* for lighted version only */ }