Example #1
0
void init(char * filename, int clusters){
  //Getting the clustered points
  glClearColor(0,0,0,0);
  tbInit(GLUT_LEFT_BUTTON);
  points = load_points(filename, clusters);
  
}
Example #2
0
void myinit(int numFontFiles)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glClearColor(0.13, 0.17, 0.32, 0.0);
    glColor3f(1.0, 1.0, 1.0);

    glEnable(GL_CULL_FACE);
    glFrontFace(GL_CCW);

    glEnable(GL_DEPTH_TEST);

    glEnable(GL_POLYGON_OFFSET_LINE);
    glPolygonOffset(1.0, 1.0); // ????

    SetCamera();

    tbInit(GLUT_LEFT_BUTTON);
    tbAnimate(GL_FALSE);

    setUpFonts(numFontFiles);

    // Configure the SimpleLayout
    simpleLayout.SetLineLength(InitialLineLength);
    simpleLayout.SetFont(fonts[current_font]);
}
Example #3
0
void
init(void)
{
  int i;

  tbInit(GLUT_MIDDLE_BUTTON);
  tbAnimate(GL_FALSE);

  /* create initial display lists */
  lists();

  /* lighting */
  glDisable(GL_LIGHTING);

  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);

  glEnable(GL_CULL_FACE);

  glutSetColor(NUMCOLORS+1, 0.0, 0.0, 0.0);
  glClearIndex(NUMCOLORS+1);

  glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);

}
Example #4
0
void myinit(const char* file)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glClearColor(0.5, 0.5, 0.7, 0.0);
    glColor3f(1.0, 1.0, 1.0);

    glEnable(GL_CULL_FACE);
    glFrontFace(GL_CCW);

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
    glShadeModel(GL_SMOOTH);

    glEnable(GL_POLYGON_OFFSET_LINE);
    glPolygonOffset(1.0, 1.0); // ????

    SetCamera();

    tbInit(GLUT_LEFT_BUTTON);
    tbAnimate(GL_FALSE);

    setUpFonts(file);

    // Configure the SimpleLayout
    simpleLayout.SetLineLength(InitialLineLength);
    simpleLayout.SetFont(fonts[current_font]);

    glGenTextures(2, textureID);

    for(int i = 0; i < 2; i++)
    {
        glBindTexture(GL_TEXTURE_2D, textureID[i]);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_RGB, GL_FLOAT,
                     textures[i]);
    }
}