void BlendShapeViewer::paintGL() { makeCurrent(); glClearColor(1, 1, 1, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glPushMatrix(); // setup the viewing matrices setupViewingParameters(); enableLighting(); glColor4f(0, 0.5, 1.0, 1.0); mesh.draw(); //drawGenreatedMesh(); glColor4f(0, 0, 0, 0.25); targetMesh.drawFrame(); if( showLandmarks ) drawLandmarks(); disableLighting(); //drawMeshToFBO(); glPopMatrix(); glDisable(GL_CULL_FACE); }
void renderFunction() { float grey = 241.0; glClearColor(grey/255.0, grey/255.0, grey/255.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glOrtho(-20.0, areaWidth+25.0, -20.0, areaHeight+25.0, -1.0, 1.0); drawAxes(); drawCamera(simCamera.position(), 1.0, 0.0, 0.0); drawCamera(filter.position(), 0.0, 0.0, 1.0); printf("\n"); drawLandmarks(); glutSwapBuffers(); glFlush(); }
void WorldDrawer::drawWorld() { memset(image->imageData, 0, sizeof(char) * image->width * image->height * image->nChannels); drawLandmarks(); }