void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60, 1, 0.01, 100); /* so this replaces gluLookAt or equiv */ agvViewTransform(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); /* we call agvMakeAxesList() to make this display list */ if (DrawAxes) glCallList(AXES); glCallList(STUFF); glTranslatef(-2, 1, -2); glRotatef(Rotation, 1, 0, 0); glCallList(RING); glutSwapBuffers(); glFlush(); }
void GuyDisplay(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glFlush(); glLoadIdentity(); agvViewTransform(); if (DrawAxes) glCallList(AxesList); switch(GuyModel) { case WIRECUBE: DrawTheGuy_WC(); break; case SOLIDCUBE: DrawTheGuy_SC(); break; case CYLINDER1: DrawTheGuy_SL(); break; case CYLINDER2: DrawTheGuy_SL2(); break; } glutSwapBuffers(); glFlush(); }