Esempio n. 1
0
void draw_poly(const Poly &poly, int gl_type, int linewidth, int pointsize,
	       const float *rgb, float a, bool randomized)
{
  glColor4f(rgb[0],rgb[1],rgb[2],a);
  glLineWidth(linewidth);
  glPointSize(pointsize);
  poly.draw(gl_type, randomized);
}
Esempio n. 2
0
void draw_poly(Poly poly, int gl_type, int linewidth, int pointsize,
	       float r, float g, float b, float a)
{
  glColor4f(r,g,b,a);
  glLineWidth(linewidth);
  glPointSize(pointsize);
  poly.draw(gl_type);
}
Esempio n. 3
0
/*----------------------------------------------------------------------------------------
 *	This is the main display callback function. It sets up the drawing for 
 *	The 3D scene first then calls the Draw3D() function. After that it switches to 
 *	an orthographic projection and calls Draw2D().
 */
void Draw(void)
{
	/*
	 *	Clear the background
	 */
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

	/*
	*	Allow drawing in full region of the screen
	*/
	glViewport(0,0,winw,winh);

	glPushMatrix();
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	gluOrtho2D(0, winw, 0, winh);

	poly.Shrink(40);
	glLineWidth(1);
	poly.draw(Vector2f(0,0));
	glLineWidth(3);
	poly.handleShrinkErrors();
	poly.draw(Vector2f(640,0));

	glPopMatrix();
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);


	/*
	 *	Bring the back buffer to the front and vice-versa.
	 */
	glutSwapBuffers();
}