// Opengl Callbacks. // //++++++++++++++++++++++ void glwidget::initializeGL() { // initializeGLFunctions(); qglClearColor(Qt::black); create_shaders(); create_geometry(); // Enable depth buffer. // glEnable(GL_DEPTH_TEST); // Enable back face culling. // glEnable(GL_CULL_FACE); }
int main(int argc, char **argv) { // Init SDL and OpenGL init(WINDOW_WIDTH, WINDOW_HEIGHT); // Create NDC quad create_geometry(); // Select desired shader char *vertexShaderPath = "Shaders\\DefaultVS.glsl"; char *fragmentShaderPath = "Shaders\\SphereFS.glsl"; load_shader(vertexShaderPath, fragmentShaderPath); // Main rendering loop loop(); // Remove references cleanup(); return 0; }