void CALLBACK Paint(void) { int jitter; GLint viewport[4]; glGetIntegerv(GL_VIEWPORT,viewport); if(!viewport[3])return; glClear(GL_ACCUM_BUFFER_BIT); for(jitter=0;jitter<8;jitter++) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); accPerspective(45.0,(GLdouble)viewport[2]/(GLdouble)viewport[3], 1.0,15.0,0.0,0.0,0.33*j8[jitter].x,0.33*j8[jitter].y,5.0); renderTeapot(-1.1,-0.5,-4.5,0.1745,0.01175,0.01175, 0.61424,0.04136,0.04136,0.727811,0.626959,0.626959,0.6); renderTeapot(-0.5,-0.5,-5.0,0.24725,0.1995,0.0745, 0.75164,0.60648,0.22648,0.628281,0.555802,0.366065,0.4); renderTeapot(0.2,-0.5,-5.5,0.19225,0.19225,0.19225, 0.50754,0.50754,0.50754,0.508273,0.508273,0.508273,0.4); renderTeapot(1.0,-0.5,-6.0,0.0215,0.1745,0.0215, 0.07568,0.61424,0.07568,0.633,0.727811,0.633,0.6); renderTeapot(1.8,-0.5,-6.5,0.0,0.1,0.06,0.0,0.50980392, 0.50980392,0.50196078,0.50196078,0.50196078,0.25); glAccum(GL_ACCUM,0.125); glFlush(); auxSwapBuffers(); } glAccum(GL_RETURN,1.0); glFlush(); auxSwapBuffers(); }
void Win3D::capturing() { glClear(GL_ACCUM_BUFFER_BIT); for (int jitter = 0; jitter < 4; jitter++) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); accPerspective(mPersp, static_cast<double>(mWinWidth) / static_cast<double>(mWinHeight), 0.1, 10.0, Jitter::j4[jitter].x, Jitter::j4[jitter].y, 0.0, 0.0, 1.0); gluLookAt(mEye[0], mEye[1], mEye[2], 0.0, 0.0, -1.0, 0.0, 1.0, 0.0); initGL(); mTrackBall.applyGLRotation(); glScalef(mZoom, mZoom, mZoom); glTranslatef(mTrans[0]*0.001, mTrans[1]*0.001, mTrans[2]*0.001); initLights(); draw(); glAccum(GL_ACCUM, 0.25); } glAccum(GL_RETURN, 1.0); }
void display(void) { GLint viewport[4]; int jitter; glGetIntegerv (GL_VIEWPORT, viewport); glClear(GL_ACCUM_BUFFER_BIT); for (jitter = 0; jitter < ACSIZE; jitter++) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); accPerspective (50.0, (GLdouble) viewport[2]/(GLdouble) viewport[3], 1.0, 15.0, j8[jitter].x, j8[jitter].y, 0.0, 0.0, 1.0); displayObjects (); glAccum(GL_ACCUM, 1.0/ACSIZE); } glAccum (GL_RETURN, 1.0); glFlush(); }
void display(void) { int jitter; GLint viewport[4]; glGetIntegerv (GL_VIEWPORT, viewport); glClear(GL_ACCUM_BUFFER_BIT); for (jitter = 0; jitter < ACSIZE; jitter++) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); accPerspective (45.0, (GLdouble) viewport[2]/(GLdouble) viewport[3], 1.0, 15.0, 0.0, 0.0, 0.33*j8[jitter].x, 0.33*j8[jitter].y, 5.0); /* ruby, gold, silver, emerald, and cyan teapots */ renderTeapot (-1.1, -0.5, -4.5, 0.1745, 0.01175, 0.01175, 0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6); renderTeapot (-0.5, -0.5, -5.0, 0.24725, 0.1995, 0.0745, 0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4); renderTeapot (0.2, -0.5, -5.5, 0.19225, 0.19225, 0.19225, 0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4); renderTeapot (1.0, -0.5, -6.0, 0.0215, 0.1745, 0.0215, 0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6); renderTeapot (1.8, -0.5, -6.5, 0.0, 0.1, 0.06, 0.0, 0.50980392, 0.50980392, 0.50196078, 0.50196078, 0.50196078, .25); glAccum (GL_ACCUM, 0.125); } glAccum (GL_RETURN, 1.0); glFlush(); }
void C3D::display () { //## begin C3D::display%40E2158C0209.body preserve=yes GLint viewport[4]; int jitter; // int i; glGetIntegerv (GL_VIEWPORT, viewport); glClear(GL_ACCUM_BUFFER_BIT); // for ( i = 0; i < 10; i++ ) for (jitter = 0; jitter < ACSIZE; jitter++) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); accPerspective (50.0, (GLdouble) viewport[2]/(GLdouble) viewport[3], 1.0, 15.0, j8[jitter].x, j8[jitter].y, 0.0, 0.0, 1.0); displayObjects (); glAccum(GL_ACCUM, 1.0/ACSIZE); } glAccum (GL_RETURN, 1.0); glFlush(); //## end C3D::display%40E2158C0209.body }