BOOL CDlgDefineModel::OnInitDialog()
{
	CDialog::OnInitDialog();

	BOOL bEnable;
	if(m_pInvFcs->IsEmpty()) {
		bEnable = FALSE;
		CWnd* pWnd = GetDlgItem(IDC_FORWARD_MODEL);
		pWnd->EnableWindow(FALSE);
		pWnd = GetDlgItem(IDC_BROWSE_MODEL_NAME);
		pWnd->EnableWindow(FALSE);
	}
	else {
		bEnable = TRUE;
		if(m_pInvFcs->GetModelType() == CInvFcs::inv2D)
			m_nModType=0;
		if(m_pInvFcs->GetModelType() == CInvFcs::inv3D)
			m_nModType=1;
		m_pInvFcs->GetFileRoot(m_strFilePathModel);
		m_pInvFcs->GetPathTmp(m_strFilePathTmp);
		UpdateData(FALSE);
		SetMemoryCosts();
	}
	if(m_nModType==0)
		Enable2D(FALSE);
	else
		Enable2D(TRUE);

	return TRUE;  // return TRUE unless you set the focus to a control
	// EXCEPTION: OCX Property Pages should return FALSE
}
void CDlgDefineModel::OnBnClickedModType3d()
{
	int old = m_nModType;
	UpdateData();
	if(m_nModType==1) 
		Enable2D(TRUE);

	if(old != m_nModType && !m_pInvFcs->IsEmpty() ) {
		DestroyModel();
	}
}
Exemple #3
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void RenderFrame() 
{
	Enable2D();

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	switch (WorldGame.GetScreen())
	{
		case SCREEN_GAMEPLAY:
		{
			DrawGameplay();
			break;
		}
	}

	glutSwapBuffers();
}