void myinit()
{
	g_iLineList = glGenLists(1);
	glNewList(g_iLineList, GL_COMPILE);
	makeLines();
	glEndList();

	initTexture(&g_iFloorName, g_pFloorTexture);
	g_iFloorList = glGenLists(2);
	glNewList(g_iFloorList, GL_COMPILE);
	makeFloor();
	glEndList();

	initTexture(&g_iSkyName, g_pSkyTexture);
	g_iSkyList = glGenLists(3);
	glNewList(g_iSkyList, GL_COMPILE);
	makeSky();
	glEndList();

	g_iTrackList = glGenLists(4);
	glNewList(g_iTrackList, GL_COMPILE);
	makeTracks();
	glEndList();

	glClearColor(0.0, 0.0, 0.0, 0.0);   // set background color
	glEnable(GL_DEPTH_TEST);            // enable depth buffering
	glShadeModel(GL_SMOOTH);            // interpolate colors during rasterization

	moveCamera();
}
Exemple #2
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void IMFT<Ptr>::setFrame(VecPtr ptrs)
{
    cnt++;
    if(m_isDebug)
        std::cout << "||CNT : " << cnt << " || # of objects : " << ptrs.size() << " || # of tracks : " << m_tracks.size() << " ||" <<std::endl;
    if(cnt > m_nWindow) movingWindow();
    addToDGraph(ptrs);
    tracking();
    if(cnt == m_nWindow) {
        backtracking();
        makeTracks();
    }
    else if(cnt > m_nWindow){
        trackUpdate();
//        setCurrentFrame(cnt);
    }

    setCurrentFrame(cnt);
    confirmDGraph();
}