/* * Function * TorcsEntry * * Description * entry point of TORCS * * Parameters * none * * Return * none * * Remarks * */ void TorcsEntry(void) { ssgInit(); GfInitClient(); TorcsMainMenuInit(); SplashScreen(); startMenuMusic(); }
int main(int argc, char **argv) { init_args(argc, argv); glutInit(&argc, argv); glutCreateWindow(argv[1]); ssgInit(); #ifndef WIN32 LinuxSpecInit(); #else WindowsSpecInit(); #endif Generate(); return 0; }
/** \brief Perform the basic scenegraph initialization * * Initializes the PLIB SSG library, creates the scenegraph * root, a rendering context and the sun. */ void initialize_scenegraph() { // Initialize SSG ssgInit(); // add to SSG function for read JPEG Textures ::ssgAddTextureFormat ( ".jpg", ssgLoadJPG); // font puSetDefaultFonts ( FONT_HELVETICA_14, FONT_HELVETICA_14 ); // Some basic OpenGL setup sgVec4 skycol; sgSetVec4 ( skycol, 0.0f, 0.0f, 0.0f, 1.0f ) ; glClearColor ( skycol[0], skycol[1], skycol[2], skycol[3] ) ; glEnable ( GL_DEPTH_TEST ) ; // Set up the viewing parameters context = new ssgContext(); context->setFOV ( 35.0f, 0 ) ; context->setNearFar ( 1.0f, 10000.0f ) ; context->makeCurrent(); ssgModelPath(""); ssgTexturePath("textures"); // Create a root node scene = new ssgRoot(); // Set up a light source sgVec4 lightamb; sgSetVec4(lightamb , 0.2f, 0.2f, 0.2f, 1.0f); ssgGetLight(0)->setPosition(lightposn); ssgGetLight(0)->setColour(GL_AMBIENT, lightamb); ssgGetLight(0)->setPosition(lightposn); }
void init_graphics () { int fake_argc = 1 ; char *fake_argv[3] ; fake_argv[0] = "TexMapper" ; fake_argv[1] = "Texture Auto Mapper" ; fake_argv[2] = NULL ; /* Initialise GLUT */ glutInitWindowPosition(0, 0); glutInitWindowSize(ImgSize, ImgSize); glutInit(&fake_argc, fake_argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow(fake_argv[1]); /* Callbacks */ glutDisplayFunc(Display); /* Initialise SSG */ ssgInit(); /* Some basic OpenGL setup */ glClearColor(1.0f, 0.0f, 1.0f, 1.0f); glEnable(GL_DEPTH_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutSwapBuffers(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutSwapBuffers(); load_database(); glutMainLoop(); }