Exemple #1
0
void GLView::initializeGL()
{
	GLenum err;
	
	if ( scene->options & Scene::DoMultisampling ) {
		if ( !glContext->hasExtension( "GL_EXT_framebuffer_multisample" ) ) {
			scene->options &= ~Scene::DoMultisampling;
			//qDebug() << "System does not support multisampling";
		} /* else {
			GLint maxSamples;
			glGetIntegerv( GL_MAX_SAMPLES, &maxSamples );
			qDebug() << "Max samples:" << maxSamples;
		}*/
	}

	initializeTextureUnits( glContext );

	if ( scene->renderer->initialize() )
		updateShaders();

	// Initial viewport values
	//	Made viewport and aspect member variables.
	//	They were being updated every single frame instead of only when resizing.
	//glGetIntegerv( GL_VIEWPORT, viewport );
	aspect = (GLdouble)width() / (GLdouble)height();

	// Check for errors
	while ( ( err = glGetError() ) != GL_NO_ERROR )
		qDebug() << tr( "glview.cpp - GL ERROR (init) : " ) << (const char *)gluErrorString( err );
}
Exemple #2
0
void UVWidget::initializeGL()
{
	glMatrixMode( GL_MODELVIEW );

	initializeTextureUnits( context() );

	glShadeModel( GL_SMOOTH );
	glShadeModel( GL_LINE_SMOOTH );

	glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
	glEnable( GL_BLEND );

	glDepthFunc( GL_LEQUAL );
	glEnable( GL_DEPTH_TEST );

	glEnable( GL_MULTISAMPLE );
	glDisable( GL_LIGHTING );

	qglClearColor( Options::bgColor() );

	if( !texfile.isEmpty() )
		bindTexture( texfile );
	else
		bindTexture( texsource );
	
	glEnableClientState( GL_VERTEX_ARRAY );
	glVertexPointer( 2, GL_SHORT, 0, vertArray );

	glEnableClientState( GL_TEXTURE_COORD_ARRAY );
	glTexCoordPointer( 2, GL_SHORT, 0, texArray );

	// check for errors
	GLenum err;
	while ( ( err = glGetError() ) != GL_NO_ERROR ) {
		qDebug() << "GL ERROR (init) : " << (const char *) gluErrorString( err );
	}
}