void Mesh::RenderFaces() const { if (smooth) { renderSmooth(); } else { renderFlat(); } }
void render() { switch(renderMode){ case 0: renderText(); break; case 1: renderASCII(); break; case 2: renderFlat(); break; case 3: renderDepth(); break; default: renderWrong(); break; } }
void VisusMeshDisplay::display3D(VisusTransformation3D model_view_3D) { VisusTransformation3D local; VisusColor color; synchronize(); getValue(local); getValue(color); if (!frozen()) model_view_3D *= local; else model_view_3D = mFrozen3D; glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(model_view_3D); if (!frozen()) glMultMatrixf(mMesh.matrix()); else glMultMatrixf(mFrozenDataTransformation); if (mDrawBoundingBox) { //fprintf(stderr,"draw bounding box\n"); displayBoundingBox(); } glPolygonMode(GL_FRONT_AND_BACK,mPolygonMode); //float c[4] = {1,1,1,1}; //glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, c); glColor3f(1,1,1); if ((mColorIndex >= 0) && (mNormalIndex >= 0)) { renderColoredSmooth(); } else if ((mColorIndex >= 0) && (mNormalIndex < 0)) renderColoredFlat(); else if ((mColorIndex < 0) && (mNormalIndex >= 0)) { getValue(color); color.glColor(); renderSmooth(); } else { getValue(color); color.glColor(); renderFlat(); } //glEnable(GL_TEXTURE_2D); // This breaks anything else that uses colormap on windows if enabled //glDisable(GL_COLOR_MATERIAL); vglerror(); for (CIterator it=mChildren.begin();it!=mChildren.end();it++) (*it)->display(model_view_3D); glPopMatrix(); }