void init(char * filename, int clusters){ //Getting the clustered points glClearColor(0,0,0,0); tbInit(GLUT_LEFT_BUTTON); points = load_points(filename, clusters); }
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]); }
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); }
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]); } }