void myinit(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA); auxInitPosition(100,100,800,600); auxInitWindow((LPCWSTR)"Solar System"); GLfloat light_ambient[]={0.3,0.5,0.3}; GLfloat light_diffuse[]={1.0,1.0,1.0}; GLfloat light_specular[]={0.8,0.8,0.0}; GLfloat light_position[]={0.0,0.0,0.0}; glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse); glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular); glLightfv(GL_LIGHT0,GL_POSITION, light_position); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glClearColor(0, 0, 0, 0); glShadeModel(GL_SMOOTH); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_CULL_FACE); LoadTextures(texture_id); for(int i = 0;i<8;i++){ year[i]=(rand()%360); day[i]=0; } }
void main(int argc,char** argv) { if(Args(argc,argv)==GL_FALSE) auxQuit(); windW=600; windH=300; auxInitPosition(0,0,windW,windH); windType=AUX_DEPTH16; windType|=(rgb)?AUX_RGB:AUX_INDEX; windType|=(doubleBuffer)?AUX_DOUBLE:AUX_SINGLE; auxInitDisplayMode(windType); if(auxInitWindow("速度测试")==GL_FALSE) auxQuit(); auxExposeFunc((AUXEXPOSEPROC)Resize); auxReshapeFunc((AUXRESHAPEPROC)Resize); auxKeyFunc(AUX_a,Key_a); auxKeyFunc(AUX_d,Key_d); auxKeyFunc(AUX_f,Key_f); auxKeyFunc(AUX_F,Key_F); auxKeyFunc(AUX_s,Key_s); auxKeyFunc(AUX_t,Key_t); auxMainLoop(Paint); }
int main() { float pos[4] = {300, 300, 300, 1}; float dir[3] = {-1, -1, -1}; GLfloat mat_specular[] = { 1, 1, 1, 1 }; GLfloat mat_diffuse[] = { 1, 1, 1, 1 }; GLfloat mat_ambient[] = { 0.5, 0.5, 0.5, 1 }; auxInitPosition( 50, 10, 800, 600); auxInitDisplayMode( AUX_RGBA | AUX_DEPTH24 | AUX_DOUBLE ); auxInitWindow( "Graphics" ); auxIdleFunc(display); auxReshapeFunc(resize); glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); //glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); //glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialf(GL_FRONT, GL_SHININESS, 127); auxMainLoop(display); return 0; }
int main(int ac,char *av[]) { png.Decode(av[1]); png.Flip(); // Need to flip upside down because glDrawPixels draws y=0 bottom. auxInitDisplayMode(AUX_DOUBLE|AUX_RGB); auxInitPosition(0,0,png.wid+2,png.hei+2); auxInitWindow(NULL); winWid=png.wid; winHei=png.hei; glViewport(0,0,png.wid,png.hei); int viewport[4]; glGetIntegerv(GL_VIEWPORT,viewport); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0,(double)viewport[2],(double)viewport[3],0.0,-1.0,1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_DEPTH_TEST); auxReshapeFunc(ReshapeFunc); auxMainLoop(DisplayFunc); return 0; }
int _tmain(int argc, _TCHAR* argv[]) { auxInitDisplayMode(AUX_SINGLE | AUX_RGBA); auxInitPosition(0, 0, 500, 500); auxInitWindow(argv[0]); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); glBegin(GL_POLYGON); glVertex2f(-0.5, -0.5 ); glVertex2f(-0.5, 0.5); glVertex2f(0.5, 0.5); glVertex2f(0.5, -0.5); glEnd(); //auxWireCube(0.5); glFlush(); Sleep(6000); return 0; }
/* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition (0, 0, 400, 150); auxInitWindow (argv[0]); myinit (); auxMainLoop(display); }
int main(int argc, char *argv[]) { auxInitPosition(200,100,512,512); auxInitDisplayMode(AUX_RGBA); auxInitWindow(argv[0]); auxReshapeFunc(resize); auxMainLoop(draw); return 0; }
/* Main Loop * Open window with initial window size, title bar, * color index display mode, depth buffer, * and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_INDEX | AUX_DEPTH); auxInitPosition (0, 0, 400, 400); auxInitWindow (argv[0]); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }
void btgGLInit3D(CView *pView) { oldRect = drawRect; pView->GetClientRect(&drawRect); if (oldRect != drawRect) { if (hGLDeviceContext != NULL) { wglMakeCurrent(NULL, NULL); wglDeleteContext(hGLRenderContext); hGLRenderContext = 0; } } hGLDeviceContext = wglGetCurrentDC(); if (hGLDeviceContext == NULL || hGLRenderContext == 0) { hGLDeviceContext = ::GetDC(pView->GetSafeHwnd()); setupPixelFormat(hGLDeviceContext); setupPalette(hGLDeviceContext); hGLRenderContext = wglCreateContext(hGLDeviceContext); wglMakeCurrent(hGLDeviceContext, hGLRenderContext); auxInitPosition(0, 0, drawRect.right - drawRect.left, drawRect.bottom - drawRect.top); auxInitDisplayMode(AUX_RGB); } else { //wglMakeCurrent(hGLDeviceContext, hGLRenderContext); } CBTGDoc* pDoc = (CBTGDoc*)pView->GetDocument(); glClearColor((GLfloat)pDoc->mBGRed / 255.0f, (GLfloat)pDoc->mBGGreen / 255.0f, (GLfloat)pDoc->mBGBlue / 255.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50.0, (float)(drawRect.right - drawRect.left) / (float)(drawRect.bottom - drawRect.top), 1.0, 2000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); btgGLRecalc3DCamera(); gluLookAt(eye[0], eye[1], eye[2], look[0], look[1], look[2], 0.0, 0.0, 1.0); glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE); }
/* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH); auxInitPosition (0, 0, 500, 500); auxInitWindow (argv[0]); auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, toggleEye); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }
int main(int argc,char** argv) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB); auxInitPosition(0,0,500,500); auxInitWindow("光滑明暗处理"); Init(); auxReshapeFunc(Resize); auxMainLoop(Paint); return(0); }
int main(int argc, char *argv[]) { auxInitPosition(200,100,640,480); auxInitDisplayMode(AUX_RGBA); auxInitWindow(argv[0]); auxReshapeFunc(resize); auxMouseFunc(AUX_LEFTBUTTON,AUX_MOUSEDOWN,left); auxMainLoop(draw); return 0; }
int main(int argc,char** argv) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH16); auxInitPosition(0,0,500,500); auxInitWindow("¼òµ¥¹âÕÕʾÀý"); Init(); auxReshapeFunc(Resize); auxMainLoop(Paint); return(0); }
void main() { auxInitDisplayMode(AUX_SINGLE | AUX_RGBA); auxInitPosition(0, 0, 400, 150); auxInitWindow("Синус"); auxReshapeFunc(resize); glClearColor(0.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT); auxMainLoop(display); }
void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_ACCUM|AUX_DEPTH16); auxInitPosition(0,0,400,400); auxInitWindow("¾°Éî"); Init(); auxReshapeFunc(Resize); auxMainLoop(Paint); }
int main(int argc, char *argv[]) { auxInitPosition(200,100,512,512); auxInitDisplayMode(AUX_RGBA|AUX_DOUBLE|AUX_DEPTH); auxInitWindow(argv[0]); auxReshapeFunc(resize); auxIdleFunc(draw); glCullFace(GL_BACK); auxMainLoop(none); return 0; }
void btgGLInit(CView *pView) { oldRect = drawRect; pView->GetClientRect(&drawRect); if(oldRect != drawRect) { if (hGLDeviceContext != NULL) { wglMakeCurrent(NULL, NULL); wglDeleteContext(hGLRenderContext); hGLRenderContext = 0; } } hGLDeviceContext = wglGetCurrentDC(); if (hGLDeviceContext == NULL || hGLRenderContext == 0) { hGLDeviceContext = ::GetDC(pView->GetSafeHwnd()); setupPixelFormat(hGLDeviceContext); setupPalette(hGLDeviceContext); hGLRenderContext = wglCreateContext(hGLDeviceContext); //create GL render context and select into window wglMakeCurrent(hGLDeviceContext, hGLRenderContext); //create the viewport for rendering auxInitPosition(0, 0, drawRect.right - drawRect.left, drawRect.bottom - drawRect.top); //set mode (direct color) auxInitDisplayMode(AUX_RGB); } else { //wglMakeCurrent(hGLDeviceContext, hGLRenderContext); } CBTGDoc* pDoc = (CBTGDoc*)pView->GetDocument(); glClearColor((GLfloat)pDoc->mBGRed / 255.0f, (GLfloat)pDoc->mBGGreen / 255.0f, (GLfloat)pDoc->mBGBlue / 255.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluOrtho2D(0, drawRect.right - drawRect.left, 0, drawRect.bottom - drawRect.top); glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE); }
void main(void) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH16); auxInitPosition(0,0,500,500); auxInitWindow("¹âÔ´Òƶ¯"); Init(); auxMouseFunc(AUX_LEFTBUTTON,AUX_MOUSEDOWN,MoveLight); auxReshapeFunc(Resize); auxMainLoop(Paint); }
int main(int argc,char** argv) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_ACCUM|AUX_DEPTH16); auxInitPosition(20,20,320,320); auxInitWindow("OpenGL ¸¨ÖúÓ¦Óÿâ"); Init(); auxReshapeFunc(Resize); auxMainLoop(Paint); return(0); }
void InitWindow (void) { #ifdef NO_LIB_GLAUX glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowPosition(0, 0); glutInitWindowSize(WIN_SIZE, WIN_SIZE); glutInitDisplayString("qcsg"); #else auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition(0, 0, WIN_SIZE, WIN_SIZE); auxInitWindow("qcsg"); #endif }
void InitWindow (void) { #if 0// gl auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition (0, 0, WIN_SIZE, WIN_SIZE); auxInitWindow ("qcsg"); #else //glut glutinitdisplaymode(GLUT_SINGLE | GLUT_RGB); glutInitWindowPosition(WIN_SIZE, WIN_SIZE); glutInit("win", "qcsg"); #endif }
int _tmain(int argc, _TCHAR* argv[]) { auxInitDisplayMode(AUX_DOUBLE | AUX_RGBA); auxInitPosition(0, 0, 600, 600); auxInitWindow(argv[0]); myinit(); auxReshapeFunc(myReshape); auxIdleFunc(spinDisplay); auxMouseFunc(AUX_LEFTBUTTON, AUX_MOUSEDOWN, startIdleFunc); auxMouseFunc(AUX_MIDDLEBUTTON, AUX_MOUSEDOWN, stopIdleFunc); auxMainLoop(display); return 0; }
int main(int argc,char** argv) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH16); auxInitPosition(0,0,450,150); auxInitWindow("Он(RGBA ДЈКЅ)"); auxMouseFunc(AUX_LEFTBUTTON,AUX_MOUSEDOWN,FogCycle); Init(); auxReshapeFunc(Resize); auxMainLoop(Paint); return(0); }
int main(int argc,char** argv) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB); auxInitPosition(0,0,400,400); auxInitWindow("Composite Modeling Transformations"); Init(); auxKeyFunc(AUX_LEFT,shoulderSubtract); auxKeyFunc(AUX_RIGHT,shoulderAdd); auxKeyFunc(AUX_UP,elbowAdd); auxKeyFunc(AUX_DOWN,elbowSubtract); auxReshapeFunc(Resize); auxMainLoop(Paint); return(0); }
int main(int argc, char* argv[]) { lua_State* L = luaL_newstate(); luaL_openlibs(L); gLuaLibOpenGL.Initialize(L); auxInitDisplayMode(AUX_SINGLE | AUX_RGBA); auxInitPosition(1366 - 550, 50, 500, 500); auxInitWindow("Lua bind OpenGL"); OnInitialize(); auxReshapeFunc(OnWindowSize); auxMainLoop(OnRend); lua_close(L); return 0; }
///////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////MAIN /////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// int APIENTRY WinMain(HINSTANCE hInst,HINSTANCE hPrevInst, LPSTR lpCmdLine, int nCmdShow) { float pos[4] = {1,1,10,1}; float dir[3] = {-1,-1,-1}; float lposSt[4] = {0,0,0,1}; float dir2[3] = {1,1,1}; int val = 180; GLfloat mat_specular[] = {3,3,3,10}; auxInitPosition( 250, 110, WIDTH, HEIGHT); auxInitDisplayMode( AUX_RGB | AUX_DEPTH24 | AUX_DOUBLE); auxInitWindow("OpenGL Laba Project!"); auxIdleFunc(oGl_Render); auxReshapeFunc(resize); glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_ALPHA); glEnable(GL_BLEND); glShadeModel(GL_FLAT); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glLightfv(GL_LIGHT1, GL_POSITION, lposSt); glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, dir2); glLightiv(GL_LIGHT1, GL_SPOT_CUTOFF, &val); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialf(GL_FRONT, GL_SHININESS, 128.0); auxKeyFunc(AUX_LEFT, Proc_Left); auxKeyFunc(AUX_RIGHT, Proc_Right); auxKeyFunc(AUX_UP, Proc_Up); auxKeyFunc(AUX_DOWN, Proc_Down); auxKeyFunc(AUX_ESCAPE, Proc_Quit); auxMouseFunc(AUX_LEFTBUTTON, AUX_MOUSELOC, Mouse_Proc); auxMainLoop(oGl_Render); return 0; }
void SetMode(long w, long h) { auxInitDisplayMode(AUX_SINGLE | AUX_RGBA); auxInitPosition(0, 0, w, h); auxInitWindow("Backlight Preview"); glOrtho(0.0f, (float)w, 0.0f, (float)h, 1.0f, -1.0f); glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_LINES); glVertex2i(0, 0); glVertex2i(w, h); glVertex2i(w, 0); glVertex2i(0, h); glEnd(); glFlush(); glBegin(GL_POINTS); }
void main() { float pos[4] = { 3, 3, 3, 1 }; float dir[3] = { -1, -1, -1 }; GLfloat mat_specular[] = { 1, 1, 1, 1 }; srand(time(0)); for (int i = 0; i < 50; i++) { initialize(x[i], y[i]); } auxInitPosition(50, 10, 400, 400); auxInitDisplayMode(AUX_RGB | AUX_DEPTH | AUX_DOUBLE); auxInitWindow("Controls"); auxIdleFunc(display); auxReshapeFunc(resize); glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialf(GL_FRONT, GL_SHININESS, 128.0); auxKeyFunc(AUX_LEFT, Key_LEFT); auxKeyFunc(AUX_RIGHT, Key_RIGHT); auxKeyFunc(AUX_UP, Key_UP); auxKeyFunc(AUX_DOWN, Key_DOWN); auxMouseFunc(AUX_LEFTBUTTON, AUX_MOUSELOC, mouse); auxMainLoop(display); }
void main(int argc,char **argv) { if(Args(argc,argv)==GL_FALSE)auxQuit(); windW=600; windH=300; auxInitPosition(0,0,windW,windH); windType|=(rgb)?AUX_RGB:AUX_INDEX; windType|=(doubleBuffer)?AUX_DOUBLE:AUX_SINGLE; auxInitDisplayMode(windType); if(auxInitWindow("Primitive Test")==GL_FALSE)auxQuit(); Init(); auxExposeFunc((AUXEXPOSEPROC)Resize); auxReshapeFunc((AUXRESHAPEPROC)Resize); auxKeyFunc(AUX_1,KeyPress1); auxKeyFunc(AUX_2,KeyPress2); auxKeyFunc(AUX_3,KeyPress3); auxMainLoop(Paint); }
int main( int argc, const char *argv[] ) { // reads model into global glb_model; ON::Begin(); ON_TextLog error_log; ON_BOOL32 bOK; int window_width = 500; int window_height = 500; //double port_aspect = ((double)window_width)/((double)window_height); // read the file into model if ( argc != 2 ) { printf("Syntax: %s filename.3dm\n",argv[0] ); return 0; } const char* sFileName = argv[1]; printf("\nFile: %s\n", sFileName ); // read the file CModel model; if ( !model.Read( sFileName, &error_log ) ) { // read failed error_log.Print("Unable to read file %s\n",sFileName); return 1; } glb_model = &model; // set bbox = world bounding box of all the objects model.m_bbox = model.BoundingBox(); if ( !model.m_bbox.IsValid() ) { // nothing to look at in this model return 2; } // set model.m_view if ( model.m_settings.m_views.Count() > 0 ) { // use first viewport projection in file double angle; model.m_view.m_vp = model.m_settings.m_views[0].m_vp; model.m_view.m_target = model.m_settings.m_views[0].m_target; model.m_view.m_vp.GetCameraAngle( &angle ); model.m_view.m_vp.Extents( angle, model.m_bbox ); } else { GetDefaultView( model.m_bbox, model.m_view ); } // If needed, enlarge frustum so its aspect matches the window's aspect. // Since the Rhino file does not store the far frustum distance in the // file, viewports read from a Rhil file need to have the frustum's far // value set by inspecting the bounding box of the geometry to be // displayed. /////////////////////////////////////////////////////////////////// // // GL stuff starts here // for(;;) { #if defined(ON_EXAMPLE_GL_USE_GLAUX) wchar_t sWindowTitleString[256]; #endif #if defined(ON_EXAMPLE_GL_USE_GLUT) char sWindowTitleString[256]; #endif sWindowTitleString[255] = 0; if ( argv[0] && argv[0][0] ) { int i; for ( i = 0; i < 254 && argv[0][i]; i++ ) sWindowTitleString[i] = argv[0][i]; sWindowTitleString[i] = 0; } #if defined(ON_EXAMPLE_GL_USE_GLAUX) auxInitPosition( 0, 0, window_width, window_height ); auxInitDisplayMode( AUX_SINGLE | AUX_RGB | AUX_DEPTH ); auxInitWindow( sWindowTitleString ); // register event handler functions auxIdleFunc( 0 ); auxReshapeFunc( myGLAUX_Reshape ); auxMouseFunc( AUX_LEFTBUTTON, AUX_MOUSEDOWN, myGLAUX_MouseLeftEvent ); auxMouseFunc( AUX_LEFTBUTTON, AUX_MOUSEUP, myGLAUX_MouseLeftEvent ); auxMouseFunc( AUX_MIDDLEBUTTON, AUX_MOUSEDOWN, myGLAUX_MouseMiddleEvent ); auxMouseFunc( AUX_MIDDLEBUTTON, AUX_MOUSEUP, myGLAUX_MouseMiddleEvent ); auxMouseFunc( AUX_RIGHTBUTTON, AUX_MOUSEDOWN, myGLAUX_MouseRightEvent ); auxMouseFunc( AUX_RIGHTBUTTON, AUX_MOUSEUP, myGLAUX_MouseRightEvent ); auxKeyFunc( AUX_LEFT, myKeyLeftArrowEvent ); auxKeyFunc( AUX_RIGHT, myKeyRightArrowEvent ); auxKeyFunc( AUX_UP, myKeyUpArrowEvent ); auxKeyFunc( AUX_DOWN, myKeyDownArrowEvent ); auxKeyFunc( AUX_E, myKeyViewExtents ); auxKeyFunc( AUX_e, myKeyViewExtents ); auxKeyFunc( AUX_Z, myKeyViewExtents ); auxKeyFunc( AUX_z, myKeyViewExtents ); #endif #if defined(ON_EXAMPLE_GL_USE_GLUT) glutInit(&argc,(char**)argv); glutInitWindowPosition( 0, 0); glutInitWindowSize( window_width, window_height ); glutInitDisplayMode( GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH ); glutCreateWindow( sWindowTitleString ); // register event handler functions glutIdleFunc( 0 ); glutReshapeFunc( myGLUT_Reshape ); glutMouseFunc( myGLUT_MouseEvent ); glutKeyboardFunc( myGLUT_KeyboardEvent ); glutSpecialFunc( myGLUT_SpecialKeyEvent ); glutDisplayFunc( myDisplay ); #endif // setup model view matrix, GL defaults, and the GL NURBS renderer GLUnurbsObj* pTheGLNURBSRender = NULL; // OpenGL NURBS rendering context bOK = myInitGL( model.m_view.m_vp, pTheGLNURBSRender ); if ( bOK ) { // build display list myBuildDisplayList( glb_display_list_number, pTheGLNURBSRender, model ); // look at it #if defined(ON_EXAMPLE_GL_USE_GLAUX) auxMainLoop( myDisplay ); #endif #if defined(ON_EXAMPLE_GL_USE_GLUT) glutMainLoop( ); #endif } gluDeleteNurbsRenderer( pTheGLNURBSRender ); break; } // // GL stuff ends here // /////////////////////////////////////////////////////////////////// ON::End(); return 0; }