int main(int argc, char** argv){ glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH); glutInitWindowSize(640,640); glutInitWindowPosition(100,50); glutCreateWindow("multi-textured cube"); glEnable(GL_DEPTH_TEST); load_textures(); setup_the_viewlolume(); do_lights(); do_material(); glutDisplayFunc(draw_stuff); glutMainLoop(); return 0; }
void initOGL(int argc,char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH); glutInitWindowSize(512,512); glutInitWindowPosition(100,50); glutCreateWindow("my_cube"); glClearColor(0.35,0.35,0.35,0.0); glEnable(GL_DEPTH_TEST); setup_the_viewlolume(); do_lights(); do_material(); glBindBuffer(GL_ARRAY_BUFFER,mybuf[0]); glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW); glVertexPointer(3,GL_FLOAT,3*sizeof(GLfloat),0); glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mybuf[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(face),face,GL_STATIC_DRAW); }
void initOGL(int argc, char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(512,512); glutInitWindowPosition(100,50); glutCreateWindow("my_cool_cube"); setup_the_viewvol(); do_lights(); do_material(); glBindBuffer(GL_ARRAY_BUFFER,mybuf); glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW); // When using VBOs, the final arg is a byte offset in buffer, not the address, // but gl<whatever>Pointer still expects an address type, hence the NULL. glVertexPointer(3,GL_FLOAT,3*sizeof(GLfloat),NULL+0); glNormalPointer(GL_FLOAT,3*sizeof(GLfloat),NULL+3*24*sizeof(GLfloat)); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); /* gray background */ glClearColor(0.35,0.35,0.35,0.0); }
int main(int argc, char **argv) { srandom(123456789); glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_ACCUM); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH); glutInitWindowSize(768,768); glutInitWindowPosition(100,50); glutCreateWindow("my_cool_cube"); glClearColor(0.35,0.35,0.35,0.0); glClearAccum(0.0,0.0,0.0,0.0); glEnable(GL_DEPTH_TEST); viewvolume_shape(); jitter_view(); do_lights(); do_material(); glutDisplayFunc(go); glutKeyboardFunc(getout); glutMainLoop(); return 0; }