int _tmain(int argc, _TCHAR* argv[]) { //identifying memory leaks _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); ESContext esContext; esInitContext ( &esContext ); esCreateWindow ( &esContext, "Hello Triangle", Globals::screenWidth, Globals::screenHeight, ES_WINDOW_RGB | ES_WINDOW_DEPTH); if ( Init ( &esContext ) != 0 ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esRegisterUpdateFunc ( &esContext, Update ); esRegisterKeyFunc ( &esContext, Key); esMainLoop ( &esContext ); //releasing OpenGL resources CleanUp(); printf("Press any key...\n"); _getch(); return 0; }
int _tmain(int argc, _TCHAR* argv[]) { ESContext esContext; esInitContext ( &esContext ); esCreateWindow ( &esContext, "Shadow Effect", Globals::screenWidth, Globals::screenHeight, ES_WINDOW_RGB | ES_WINDOW_DEPTH); if ( Init ( &esContext ) != 0 ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esRegisterUpdateFunc ( &esContext, Update ); esRegisterKeyFunc ( &esContext, Key); esMainLoop ( &esContext ); //releasing OpenGL resources CleanUp(); printf("Press any key...\n"); _getch(); return 0; }
int main(int argc, char *argv[]) { ESContext esContext; UserData userData; //========================================================== // Init GLES Context //========================================================== esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, "Model 3D Render", 640, 480, ES_WINDOW_ALPHA | ES_WINDOW_DEPTH); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esRegisterUpdateFunc ( &esContext, Update ); esMainLoop ( &esContext ); ShutDown ( &esContext ); return 1; }
int _tmain(int argc, _TCHAR* argv[]) { ESContext esContext; esInitContext ( &esContext ); esCreateWindow ( &esContext, "Hello Model", Globals::screenWidth, Globals::screenHeight, ES_WINDOW_RGB | ES_WINDOW_DEPTH); if ( Init ( &esContext ) != 0 ) return 0; if (ppShaders.Init("../Resources/Shaders/PPShaderVS.vs", "../Resources/Shaders/PPShaderFS.fs") != 0) return 0; esRegisterDrawFunc ( &esContext, Draw ); esRegisterUpdateFunc ( &esContext, Update ); esRegisterKeyFunc ( &esContext, Key); esMainLoop ( &esContext ); //releasing OpenGL resources CleanUp(); //identifying memory leaks MemoryDump(); printf("Press any key...\n"); _getch(); return 0; }
int esMain ( ESContext *esContext ) { esContext->userData = malloc ( sizeof ( UserData ) ); esCreateWindow ( esContext, "ParticleSystemTransformFeedback", 640, 480, ES_WINDOW_RGB ); if ( !Init ( esContext ) ) { return GL_FALSE; } esRegisterDrawFunc ( esContext, Draw ); esRegisterUpdateFunc ( esContext, Update ); esRegisterShutdownFunc ( esContext, ShutDown ); return GL_TRUE; }
int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, "Simple Texture 2D", 320, 240, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esRegisterUpdateFunc ( &esContext, Update ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, "ParticleSystem", 640, 480, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esRegisterUpdateFunc ( &esContext, Update ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }