void GLWidget::paintGL()
{

    glClearColor(1.0, 1.0, 0.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    switch (type)
    {
        case 0:  drawPoints() ;
                 break;
        case 1:  drawLines();
                 break;
        case 2:  drawLineStrip();
                 break;
        case 3:  drawLineLoop();
                 break;
        case 4:  drawTriangles();
                 break;
        case 5:  drawTriangleStrip();
                 break;
        case 6:  drawTriangleFan();
                 break;
        case 7:  drawQuads();
                 break;
        case 8:  drawQuadStrip();
                 break;
        case 9:  drawPolygons();
                 break;
        default: break;
    }


}
Exemple #2
0
static void drawImage(GLshort* textureCoords, GLshort* vertexCoords, Texture* texture) {		
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, texture->glTexture);	

	glMatrixMode(GL_TEXTURE);
	glPushMatrix();

	//glLoadIdentity();
	// maybe save this matrix for each texture...
	glScalex(texture->textureWidthInv, texture->textureHeightInv, 0x10000);

	glMatrixMode(GL_MODELVIEW);

	drawTriangleFan(textureCoords, vertexCoords);

	glMatrixMode(GL_TEXTURE);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
}
Exemple #3
0
static void ogl_fillRect(int left, int top, int width, int height) {

	GLshort vertexCoords[] = {
		left, top,
		left+width, top,
		left+width, top+height,
		left, top+height
	};

	//glDisable(GL_BLEND);

	glColor4f(0.0f, 0.0f, 0.0f, 1.0f);

	glDisable(GL_TEXTURE_2D);

	drawTriangleFan(NULL, vertexCoords);

	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);	

	//glEnable(GL_BLEND);


}