void SQPrimitives::init(QGLShaderProgram *program) { _program = program; initializeGLFunctions(); glGenBuffers(2, _vboIds); initCubeGeometry(); }
void Visualizer::paintGL() { // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); texture->bind(); // Calculate model view transformation QMatrix4x4 matrix; matrix.translate(0.0, 0.0, -5.0); matrix.rotate(rotation); // Set modelview-projection matrix program.setUniformValue("mvp_matrix", projection * matrix); // Use texture unit 0 which contains cube.png program.setUniformValue("texture", 0); // Generate 2 VBOs arrayBuf.create(); indexBuf.create(); // Initializes cube geometry and transfers it to VBOs initCubeGeometry(); drawCubeGeometry(&program); }
void GeometryEngine::init() { this->initializeOpenGLFunctions(); // Generate 2 VBOs glGenBuffers(2, vboIds); // Initializes cube geometry and transfers it to VBOs initCubeGeometry(); }
void GeometryEngine::init() { //! [0] // Generate 2 VBOs glGenBuffers(2, vboIds); //! [0] // Initializes cube geometry and transfers it to VBOs initCubeGeometry(); }
//! [0] GeometryEngine::GeometryEngine() : indexBuf(QOpenGLBuffer::IndexBuffer) { initializeOpenGLFunctions(); // Generate 2 VBOs arrayBuf.create(); indexBuf.create(); // Initializes cube geometry and transfers it to VBOs initCubeGeometry(); }
void GeometryEngine::init() { initCubeGeometry(); }