void OGL_LoadScreen::Clear() { OGL_ClearScreen(); OGL_SwapBuffers(); OGL_ClearScreen(); use = false; useProgress = false; path.clear(); image.Clear(); blitter.Unload(); }
void OGL_LoadScreen::Progress(const int progress) { OGL_ClearScreen(); OGL_Blitter::BoundScreen(true); blitter.Draw(m_dst); if (useProgress) { glMatrixMode(GL_MODELVIEW); glPushMatrix(); glTranslated(x_offset, y_offset, 0.0); glScaled(x_scale, y_scale, 1.0); // draw the progress bar background glColor3us(colors[0].red, colors[0].green, colors[0].blue); OGL_RenderRect(x, y, w, h); int height = h, width = w; int left = x, top = y; if (height > width) { top = top + height - height * progress / 100; height = height * progress / 100; } else { width = width * progress / 100; } // draw the progress bar foreground glColor3us(colors[1].red, colors[1].green, colors[1].blue); OGL_RenderRect(left, top, width, height); glPopMatrix(); } OGL_SwapBuffers(); }
void OGL_LoadScreen::Stop() { OGL_ClearScreen(); OGL_SwapBuffers(); Clear(); }
void redraw_scene() { glClearColor(.1, .2, .4, x ? .9 : .93); x = !x; glClear(GL_COLOR_BUFFER_BIT); OGL_SwapBuffers(); }