void Ex58AdvancedCollisionsApp::draw() { gl::clear( Color( 0.888f, 0.888f, 0.888f ) ); for ( auto& s : squares ) { s->draw(); } for ( auto& t : triangles ) { t->draw(); } for ( auto& c : circles ) { c->draw(); } floor->draw(); }
void Ex59AdvancedJointsApp::draw() { gl::clear( Color( 0.666, 0.666, 0.666 ) ); arm->draw(); floor->draw(); }
void renderScene() { float setArr[3] = {0.0}; int i, j, count = 0; glClearColor(0.0, 0.7, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); switch(F.cameraType) { case 1: V1.view(); break; case 2: V2.view(); break; case 3: V3.view(); break; case 4: V4.view(); break; case 5: cam.view(); break; } glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0.0, 800, 0.0, 400); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); scoreDraw(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); B.draw(); for(i = 0; i < 3; i++) M[i].draw(); V.draw(); /* glPushMatrix(); glTranslatef(0.0, 0.0, 0.0); for(i = 0; i < 6; i++) { for(j = 0; j < 6; j++) { setArr[0] = (0.9)*j; setArr[1] = (0.9)*i; setArr[2] = 0.0; C1[6*count + j].set(0.4, 0.5, setArr); C1[6*count + j].draw(); } count++; } glPopMatrix(); count = 0; glPushMatrix(); glTranslatef(-25.0, -25.0, 0.0); for(i = 0; i < 6; i++) { for(j = 0; j < 6; j++) { setArr[0] = (0.9)*j; setArr[1] = (0.9)*i; setArr[2] = 0.0; C2[6*count + j].set(0.4, 0.7, setArr); C2[6*count + j].draw(); } count++; } glPopMatrix();*/ P.draw(); if(F.release == 1) T.draw(); Hit.draw(); if(F.release == 0) SET.draw(); glutSwapBuffers(); }