Esempio n. 1
0
File: main.cpp Progetto: Sebu/CG2
// unsere redering funktion
GLvoid display ( GLvoid )   
{
	
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		
	
	glLoadIdentity();


    


    

   	// Objekt drehen und bewegen
	glTranslatef(posx,posy,posz);
    glRotatef(rotx, 0.0f, 1.0f, 0.0f);
	glRotatef(roty, 1.0f, 0.0f, 0.0f);
	glRotatef(225.0f, 0.0f, 0.0f, 1.0f);
   

    // licht setzen und anzeigen
    glPushMatrix();
    glRotatef(rotly, 1.0f, 0.0f, 0.0f);
    glRotatef(rotlx, 0.0f, 1.0f, 0.0f);
    float l[3]; 
    l[0] = (float)apoint.x; 
    l[1] = (float)apoint.y; 
    l[2] = (float)apoint.z;
    
    // lichtpunkt anzeigen
    glColor3f( 1.0f, 1.0f, 0.0f);
    glPointSize(6.0f);
    renderPoint(apoint);
    glLightfv(GL_LIGHT0, GL_POSITION, l);
    glPopMatrix();
    
    // bbox der datenpunkte anzeigen
    glColor3f( 0.0f, 1.0f, 0.0f);
    model->box->render();
  

  
    glEnable(GL_LIGHTING);
    
    // model anzeigen
    glColor3f( 1.0f, 1.0f, 1.0f);

    
    // off Daten anzeigen
    glPointSize(2.0f);		
	if (visModel) model->render();


    if(visFacesOpt) renderFaces(model2->faces);
    if(visFaces) renderFaces(modelNormal->faces);   
    
    glDisable(GL_LIGHTING);

    glColor3f( 1.0f, 1.0f, 1.0f);
    
    if(visEdgesOpt) renderEdges(model2->edges, number);
    if(visEdges) renderEdges(modelNormal->edges, number);  
    
    //KD-tree anzeigen
    if(visStruktur)
    {
        glDisable(GL_DEPTH_TEST);
        model->visStructure();
        glEnable(GL_DEPTH_TEST);
    }
    
    
    
	// daten raus "spülen" ;) und back/front buffer swappen
	glFlush();
	glutSwapBuffers ( );
	
	

}
Esempio n. 2
0
void
Surface::renderFacesInSelectionMode(float alpha, Appearance& appearance)
{
  renderFaces(alpha, appearance);
}
void
LinearGeometry::render(float alpha, Appearance& appearance)
{
  renderFaces(alpha, appearance);
  renderEdges(alpha, appearance);
}