Sky::Sky( float _high, float _size, std::string _texPath) { // TODO Auto-generated constructor stub std::cout << "SKY INIT ----------------------------" << std::endl; high = _high; size = _size; texPath = _texPath + "sky/"; // loading textures and shaders for sky mesh textures = new TexPool(texPath.c_str()); textures->loadDir(); shaderID = Shader::sPool->getProgramID("sky"); // load shader program textureID = textures->getTexIdByName("sky.jpg"); std::cout << "------------------------------------------\n" << std::endl; genVBO(); genNormalBO(); genUVBO(); }
void Shape::sendVertex() { if(m_vertexSent) { throw std::runtime_error("Vertex already sent"); } genVBO(); genVAO(); m_vertexSent = true; m_shader.setOffset(m_array_vertex_index); }
void GLWidget::initializeGL() { std::cout << "initializeGL()\n"; glShadeModel(GL_SMOOTH); glClearColor(0.0, 0.0, 0.0, 1.0); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glLoadIdentity(); // glEnable(GL_DEPTH_TEST); genVBO(); }
//---------------------------------------------------------------------------------------------------------------------- VAO::VAO( GLenum _mode ) { m_allocated=false; // first we create a vertex array Object //glGenVertexArrays(1, &m_id); /* use only vbo */ m_id = genVBO(); m_bound=false; m_drawMode=_mode; m_indicesCount=0; m_indexed=false; m_indexType = GL_UNSIGNED_BYTE; }
//---------------------------------------------------------------------------------------------- DebugMultiPoly::DebugMultiPoly() { m_origin = Vector3f(); m_firstColor = Color4f(); m_timeToLiveSeconds = 0.f; m_killNextFrame = false; m_shouldBeRemoved = false; m_hasTexture = false; m_material = Material(); m_material.m_useVBO = true; //m_VBOOffset = 0; genVBO(); //Texture* currTex = new Texture(".\\Data\\cobblestonesDiffuse.png"); //m_material.m_useVBO = true; //m_material.m_useDiffuse = true; //m_material.m_useShaderProgram=true; ////currMat-._useShaderProgram = true; //m_material.m_diffuseID = currTex->m_openGLTextureID; }