TestApp::TestApp(boost::shared_ptr<GameLog> loggerPtr, boost::shared_ptr<GameOptions> optionsPtr) throw (GameException &) : GameMain(loggerPtr, optionsPtr) , m_mvProjStackManager() , m_viewFrustrum() , m_isAnisotropicExtPresent(false) , m_gameId(VIEW_ID_NO_VIEW_ATTACHED) , m_listener() , m_eventsRegistered(false) { shared_ptr<GLMatrixStack> mvStack(GCC_NEW GLMatrixStack()); shared_ptr<GLMatrixStack> projStack(GCC_NEW GLMatrixStack(4)); m_mvProjStackManager.reset(GCC_NEW ModelViewProjStackManager(mvStack, projStack)); m_listener.reset(GCC_NEW TestAppEventListener(this)); }
// ///////////////////////////////////////////////////////////////// // // ///////////////////////////////////////////////////////////////// Pool3dGame::Pool3dGame(boost::shared_ptr<GameLog> loggerPtr, boost::shared_ptr<GameOptions> optionsPtr) throw (GameException &)\ : GameMain(loggerPtr, optionsPtr), m_mvProjStackManager(), m_viewFrustrum(), m_isAnisotropicExtPresent(false), m_gameId(VIEW_ID_NO_VIEW_ATTACHED),\ m_uiId(VIEW_ID_NO_VIEW_ATTACHED), m_listener(), m_eventsRegistered(false) { // Build ModelView matrix stack with the default stack size (64). // NB: This sets a limit for the game views scene graph to have a maximum depth of 64. shared_ptr<GLMatrixStack> mvStack(GCC_NEW GLMatrixStack()); // Build Projection matrix stack with a small default stack size (Proj stack does not need to be // very large, 2 matrices at most, we will say 4 for flexibility sake). shared_ptr<GLMatrixStack> projStack(GCC_NEW GLMatrixStack(4)); m_mvProjStackManager.reset(GCC_NEW ModelViewProjStackManager(mvStack, projStack)); m_listener.reset(GCC_NEW Pool3dGameEventListener(this)); }