int _tmain(int argc, _TCHAR* argv[])
{
	//identifying memory leaks
	_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); 

	ESContext esContext;

    esInitContext ( &esContext );

	esCreateWindow ( &esContext, "Hello Triangle", Globals::screenWidth, Globals::screenHeight, ES_WINDOW_RGB | ES_WINDOW_DEPTH);

	if ( Init ( &esContext ) != 0 )
		return 0;

	esRegisterDrawFunc ( &esContext, Draw );
	esRegisterUpdateFunc ( &esContext, Update );
	esRegisterKeyFunc ( &esContext, Key);

	esMainLoop ( &esContext );

	//releasing OpenGL resources
	CleanUp();

	printf("Press any key...\n");
	_getch();

	return 0;
}
int _tmain(int argc, _TCHAR* argv[])
{
	ESContext esContext;

    esInitContext ( &esContext );

	esCreateWindow ( &esContext, "Shadow Effect", Globals::screenWidth, Globals::screenHeight, ES_WINDOW_RGB | ES_WINDOW_DEPTH);

	if ( Init ( &esContext ) != 0 )
		return 0;

	esRegisterDrawFunc ( &esContext, Draw );
	esRegisterUpdateFunc ( &esContext, Update );
	esRegisterKeyFunc ( &esContext, Key);

	esMainLoop ( &esContext );

	//releasing OpenGL resources
	CleanUp();

	printf("Press any key...\n");
	_getch();

	return 0;
}
Esempio n. 3
0
int main(int argc, char *argv[])
{
    ESContext esContext;
    UserData  userData;



    //==========================================================
    // Init GLES Context
    //==========================================================
    esInitContext ( &esContext );
    esContext.userData = &userData;

    esCreateWindow ( &esContext, "Model 3D Render", 640, 480, ES_WINDOW_ALPHA | ES_WINDOW_DEPTH);

    if ( !Init ( &esContext ) )
        return 0;

    esRegisterDrawFunc ( &esContext, Draw );
    esRegisterUpdateFunc ( &esContext, Update );


    esMainLoop ( &esContext );

    ShutDown ( &esContext );
    return 1;
}
Esempio n. 4
0
int _tmain(int argc, _TCHAR* argv[])
{
	ESContext esContext;

    esInitContext ( &esContext );

	esCreateWindow ( &esContext, "Hello Model", Globals::screenWidth, Globals::screenHeight, ES_WINDOW_RGB | ES_WINDOW_DEPTH);

	if ( Init ( &esContext ) != 0 )
		return 0;

	if (ppShaders.Init("../Resources/Shaders/PPShaderVS.vs", "../Resources/Shaders/PPShaderFS.fs") != 0)
		return 0;

	esRegisterDrawFunc ( &esContext, Draw );
	esRegisterUpdateFunc ( &esContext, Update );
	esRegisterKeyFunc ( &esContext, Key);

	esMainLoop ( &esContext );

	//releasing OpenGL resources
	CleanUp();

	//identifying memory leaks
	MemoryDump();
	printf("Press any key...\n");
	_getch();

	return 0;
}
int esMain ( ESContext *esContext )
{
   esContext->userData = malloc ( sizeof ( UserData ) );

   esCreateWindow ( esContext, "ParticleSystemTransformFeedback", 640, 480, ES_WINDOW_RGB );

   if ( !Init ( esContext ) )
   {
      return GL_FALSE;
   }

   esRegisterDrawFunc ( esContext, Draw );
   esRegisterUpdateFunc ( esContext, Update );
   esRegisterShutdownFunc ( esContext, ShutDown );

   return GL_TRUE;
}
int main ( int argc, char *argv[] )
{
   ESContext esContext;
   UserData  userData;

   esInitContext ( &esContext );
   esContext.userData = &userData;

   esCreateWindow ( &esContext, "Simple Texture 2D", 320, 240, ES_WINDOW_RGB );
   
   if ( !Init ( &esContext ) )
      return 0;

   esRegisterDrawFunc ( &esContext, Draw );
   esRegisterUpdateFunc ( &esContext, Update );
   
   esMainLoop ( &esContext );

   ShutDown ( &esContext );
}
Esempio n. 7
0
int main ( int argc, char *argv[] )
{
   ESContext esContext;
   UserData  userData;

   esInitContext ( &esContext );
   esContext.userData = &userData;

   esCreateWindow ( &esContext, "ParticleSystem", 640, 480, ES_WINDOW_RGB );
   
   if ( !Init ( &esContext ) )
      return 0;

   esRegisterDrawFunc ( &esContext, Draw );
   esRegisterUpdateFunc ( &esContext, Update );
   
   esMainLoop ( &esContext );

   ShutDown ( &esContext );
}