Example #1
0
void SetupRC()
{
    // Background
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

    viewFrame.MoveForward(4.0f);

    shaderManager.InitializeStockShaders();

    // Simple triangle
    // Load up a triangle
    GLfloat vVerts[] = {
      -0.5f, 0.0f, 0.0f,
      0.5f, 0.0f, 0.0f,
      0.0f, 0.5f, 0.0f
    };

    GLfloat vTexCoords [] = {
      0.0f, 0.0f,
      1.0f, 0.0f,
      0.5f, 1.0f
    };

    triangleBatch.Begin(GL_TRIANGLES, 3, 1);
    triangleBatch.CopyVertexData3f(vVerts);
    triangleBatch.CopyTexCoordData2f(vTexCoords, 0);
    triangleBatch.End();

    texturedIdentity = gltLoadShaderPairWithAttributes("TexturedIdentity.vp", "TexturedIdentity.fp", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoords");

    glGenTextures(1, &stoneTexture);
    glBindTexture(GL_TEXTURE_2D, stoneTexture);
    LoadTGATexture("Stone.tga", GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
}
/**
 * This function does any needed initialization on the rendering context.
 * This is the first opportunity to do any OpenGL related tasks.
 */
void SetupRC()
{
	// Blue background
	glClearColor(0.0f, 0.0f, 1.0f, 1.0f );

	shaderManager.init();

	// load up a triangle
	GLfloat vVerts[] = {
		-0.5f, 0.0f, 0.0f,
		 0.5f, 0.0f, 0.0f,
		 0.0f, 0.5f, 0.0f
	};

	GLfloat vTexCoords[] = {
		0.0f, 0.0f,
		1.0f, 0.0f,
		0.5f, 1.0f
	};

	triangleBatch.begin(GL_TRIANGLES, 3, 1);
	triangleBatch.CopyVertexData3f(vVerts);
	triangleBatch.CopyTexCoordData2f(vTexCoords, 0);
	triangleBatch.end();

	myTexturedIdentityShader = gltLoadShaderWithFileEx("TextureIndentity.vp", 
																"TextureIndentity.fp",
																2,
																GLT_ATTRIBUTE_VERTEX, "vVertex",
																GLT_ATTRIBUTE_TEXTURE0, "vTexCoords");

	glGenTextures(1, &textureId);
	glBindTexture(GL_TEXTURE_2D, textureId);

	gltLoadTextureTGA("stone.tga", GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);
}