void init() { glClearColor(0.0, 0.0, 0.0, 0.0); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); auto error_ = glewInit(); std::cout << error_ << std::endl; counter.start(); /* check the OpenGL version */ char *buff = (char*)glGetString(GL_VERSION); std::cout << buff << std::endl; /* check the vendor and the graphics card */ buff = (char*)glGetString(GL_VENDOR); std::cout << buff << std::endl; buff = (char*)glGetString(GL_RENDERER); std::cout << buff; gm.reset(new GameManager()); gm->init(); for(int i=0; i<30; i++) keyPressed[i]=false; }
void init() { GLenum err = glewInit(); if (GLEW_OK != err) std::cout<<"Error: "<< glewGetErrorString(err); std::cout<<"Status: Using GLEW "<< glewGetString(GLEW_VERSION); glClearColor(0.3, 0.3, 0.3, 0.0); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); counter.start(); gm.reset(new GameManager()); gm->init(); for(int i=0; i<30; i++) keyPressed[i]=false; glEnable(GL_NORMALIZE); }