void display(void) { float t = glutGet( GLUT_ELAPSED_TIME ); win->frameInit(); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); Matrix m; Quaternion q; q.setValueAsAxisDeg( 0,1,0, -t/20 ); m.setRotate( q ); tchunk1->setMatrix( m ); tchunk1->activate( dact ); mchunk1->activate( dact ); glCallList( dlid ); m.setIdentity(); m.setTranslate( cos(t/1000), 0, sin(t/1000) ); tchunk2->setMatrix( m ); tchunk2->changeFrom( dact, get_pointer(tchunk1)); mchunk2->changeFrom( dact, get_pointer(mchunk1)); blchunk->activate( dact ); blchunk->activate( dact ); cchunk1->activate( dact ); gchunk1->activate( dact ); glCallList( dlid ); tchunk2->deactivate( dact ); mchunk2->deactivate( dact ); blchunk->deactivate( dact ); cchunk1->deactivate( dact ); gchunk1->deactivate( dact ); xchunk1->activate( dact ); txchunk->activate( dact ); glCallList( dlid2 ); xchunk1->deactivate( dact ); txchunk->deactivate( dact ); win->frameExit(); glutSwapBuffers(); }
void display(void) { float t = glutGet( GLUT_ELAPSED_TIME ); win->frameInit(); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); Matrix m; Quaternion q; q.setValueAsAxisDeg( 0,1,0, -t/20 ); m.setRotate( q ); tchunk1->setMatrix( m ); tchunk1->activate( dact ); mchunk1->activate( dact ); pchunk1->activate( dact ); lichunk1->activate( dact ); glCallList( dlid ); m.setIdentity(); m.setTranslate( cos(t/1000), 0, sin(t/1000) ); tchunk2->setMatrix( m ); pchunk2->changeFrom( dact, get_pointer(pchunk1) ); tchunk2->changeFrom( dact, get_pointer(tchunk1) ); mchunk2->changeFrom( dact, get_pointer(mchunk1) ); lichunk2->changeFrom( dact, get_pointer(lichunk1) ); blchunk->activate( dact ); glCallList( dlid ); tchunk2->deactivate( dact ); mchunk2->deactivate( dact ); pchunk2->deactivate( dact ); lichunk2->deactivate( dact ); blchunk->deactivate( dact ); xchunk1->activate( dact ); txchunk->activate( dact ); #if 0 glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_PASS_THROUGH_NV); glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV,34102 ); glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_SCALE_NV, 0.0000 ); glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_BIAS_NV, 0.0000 ); glEnable(GL_TEXTURE_SHADER_NV); GLint consistent; glGetTexEnviv(GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV, &consistent); if(!consistent) { FWARNING(("Texture shaders not consistent!\n")); } #endif glCallList( dlid2 ); // glDisable(GL_TEXTURE_SHADER_NV); xchunk1->deactivate( dact ); txchunk->deactivate( dact ); win->frameExit(); glutSwapBuffers(); }