void Init() { const int window_width = 800, window_height = 600; if (glfwInit() != GL_TRUE) Shut_Down(1); // 800 x 600, 16 bit color, no depth, alpha or stencil buffers, windowed if (glfwOpenWindow(window_width, window_height, 5, 6, 5, 0, 0, 0, GLFW_WINDOW) != GL_TRUE) Shut_Down(1); glfwSetWindowTitle("The GLFW Window"); glfwSetKeyCallback( OnKeyPressed ); glfwSetCharCallback( OnCharPressed ); glfwSetWindowCloseCallback(OnClose); glfwSetWindowSizeCallback(OnResize); glfwSetWindowRefreshCallback(OnRefresh); glfwSetMouseWheelCallback(OnMouseWheel); glfwSetMousePosCallback(OnMouseMove); glfwSetMouseButtonCallback(OnMouseClick); // set the projection matrix to a normal frustum with a max depth of 50 glMatrixMode(GL_PROJECTION); glLoadIdentity(); float aspect_ratio = ((float)window_height) / window_width; glFrustum(.5, -.5, -.5 * aspect_ratio, .5 * aspect_ratio, 1, 50); glMatrixMode(GL_MODELVIEW); PullInfo(); }
void Init(void){ const int window_width = 800, window_height = 600; if (glfwInit() != GL_TRUE) Shut_Down(1); // 800 x 600, 16 bit color, no depth, alpha or stencil buffers, windowed if(glfwOpenWindow(window_width, window_height, 5, 6, 5, 0, 0, 0, GLFW_WINDOW) != GL_TRUE) Shut_Down(1); glfwSetWindowTitle("The GLFW Window"); // set the projection matrix to a normal frustum with a max depth of 50 glMatrixMode(GL_PROJECTION); glLoadIdentity(); float aspect_ratio = ((float)window_height) / window_width; glFrustum(.5, -.5, -.5 * aspect_ratio, .5 * aspect_ratio, 1, 50); glMatrixMode(GL_MODELVIEW); printf("GL VENDOR:--- %s \n", glGetString(GL_VENDOR)); printf("GL RENDERER:- %s \n", glGetString(GL_RENDERER)); printf("GL VERSION:-- %s \n", glGetString(GL_VERSION)); printf("GL SHADING:-- %s \n", glGetString(GL_SHADING_LANGUAGE_VERSION)); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_CULL_FACE); glFrontFace(GL_CW); }
int main(void) { Init(); old_time = glfwGetTime(); emscripten_set_main_loop (Iteration, 0, 1); Shut_Down(0); }
int main() { Init(); Main_Loop(); Shut_Down(0); }