コード例 #1
0
int _tmain(int argc, _TCHAR* argv[])
{
	ESContext esContext;

    esInitContext ( &esContext );

	esCreateWindow ( &esContext, "Shadow Effect", Globals::screenWidth, Globals::screenHeight, ES_WINDOW_RGB | ES_WINDOW_DEPTH);

	if ( Init ( &esContext ) != 0 )
		return 0;

	esRegisterDrawFunc ( &esContext, Draw );
	esRegisterUpdateFunc ( &esContext, Update );
	esRegisterKeyFunc ( &esContext, Key);

	esMainLoop ( &esContext );

	//releasing OpenGL resources
	CleanUp();

	printf("Press any key...\n");
	_getch();

	return 0;
}
コード例 #2
0
int _tmain(int argc, _TCHAR* argv[])
{
	//identifying memory leaks
	_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); 

	ESContext esContext;

    esInitContext ( &esContext );

	esCreateWindow ( &esContext, "Hello Triangle", Globals::screenWidth, Globals::screenHeight, ES_WINDOW_RGB | ES_WINDOW_DEPTH);

	if ( Init ( &esContext ) != 0 )
		return 0;

	esRegisterDrawFunc ( &esContext, Draw );
	esRegisterUpdateFunc ( &esContext, Update );
	esRegisterKeyFunc ( &esContext, Key);

	esMainLoop ( &esContext );

	//releasing OpenGL resources
	CleanUp();

	printf("Press any key...\n");
	_getch();

	return 0;
}
コード例 #3
0
ファイル: NewTrainingFramework.cpp プロジェクト: Jokerro/FBO
int _tmain(int argc, _TCHAR* argv[])
{
	ESContext esContext;

    esInitContext ( &esContext );

	esCreateWindow ( &esContext, "Hello Model", Globals::screenWidth, Globals::screenHeight, ES_WINDOW_RGB | ES_WINDOW_DEPTH);

	if ( Init ( &esContext ) != 0 )
		return 0;

	if (ppShaders.Init("../Resources/Shaders/PPShaderVS.vs", "../Resources/Shaders/PPShaderFS.fs") != 0)
		return 0;

	esRegisterDrawFunc ( &esContext, Draw );
	esRegisterUpdateFunc ( &esContext, Update );
	esRegisterKeyFunc ( &esContext, Key);

	esMainLoop ( &esContext );

	//releasing OpenGL resources
	CleanUp();

	//identifying memory leaks
	MemoryDump();
	printf("Press any key...\n");
	_getch();

	return 0;
}
コード例 #4
0
int main ( int argc, char *argv[] )
{
   ESContext esContext;
   UserData  userData;

   esInitContext ( &esContext );
   esContext.userData = &userData;

   esCreateWindow ( &esContext, TEXT("MipMap 2D"), 320, 240, ES_WINDOW_RGB | ES_WINDOW_FULLSCREEN );
   
   if ( !Init ( &esContext ) )
      return 0;

   esRegisterDrawFunc ( &esContext, Draw );
   esRegisterKeyFunc ( &esContext, OnKey );
   
   esMainLoop ( &esContext );

   ShutDown ( &esContext );
}
コード例 #5
0
int main ( int argc, char *argv[] )
{
   ESContext esContext;
   UserData  userData;

   esInitContext ( &esContext );
   esContext.userData = &userData;

   esCreateWindow ( &esContext, "Multi-sampling", 320, 240, ES_WINDOW_RGB );
   
   if ( !Init ( &esContext ) )
      return 0;

   esRegisterDrawFunc ( &esContext, Draw );
   esRegisterKeyFunc( &esContext, Key );

   esMainLoop ( &esContext );

   ShutDown ( &esContext );
}
コード例 #6
0
int main ( int argc, char *argv[] )
{
   ESContext esContext;
   UserData  userData;

   esInitContext ( &esContext );
   esContext.userData = &userData;

   esCreateWindow ( &esContext, TEXT("Texture Wrap"), 640, 480, ES_WINDOW_RGB );
   
   if ( !Init ( &esContext ) )
      return 0;

   esRegisterDrawFunc ( &esContext, Draw );
   esRegisterKeyFunc ( &esContext, OnKey );
   
   esMainLoop ( &esContext );

   ShutDown ( &esContext );
}
コード例 #7
0
int main ( int argc, char *argv[] )
{
   ESContext esContext;
   UserData  userData;

   esInitContext ( &esContext );
   esContext.userData = &userData;

   esCreateWindow ( &esContext, TEXT("Stencil Test"), 320, 240,
                    ES_WINDOW_RGB | ES_WINDOW_DEPTH | ES_WINDOW_STENCIL );
   
   if ( !Init ( &esContext ) )
      return 0;

   esRegisterDrawFunc ( &esContext, Draw );
   esRegisterKeyFunc ( &esContext, OnKey );
   
   esMainLoop ( &esContext );

   ShutDown ( &esContext );
}
コード例 #8
0
int main ( int argc, char *argv[] )
{
   ESContext esContext;
   UserData  userData;

   esInitContext ( &esContext );
   esContext.userData = &userData;

   esCreateWindow ( &esContext, TEXT("ParticleSystem"), 640, 480, ES_WINDOW_RGB | ES_WINDOW_FULLSCREEN );
   
   if ( !Init ( &esContext ) )
      return 0;

   esRegisterDrawFunc ( &esContext, Draw );
   esRegisterUpdateFunc ( &esContext, Update );
   esRegisterKeyFunc( &esContext, OnKey );
   
   esMainLoop ( &esContext );

   ShutDown ( &esContext );
}
コード例 #9
0
ファイル: Main.cpp プロジェクト: 50802353/wot-version2
int main ( int argc, char *argv[] )
{
   ESContext esContext;

   esInitContext ( &esContext );

   esCreateWindow ( &esContext, "Hello Triangle", 800, 600, ES_WINDOW_RGB );
   
   if ( !Init ( &esContext ) )
      return 0;

   esRegisterKeyFunc(&esContext,KeyPressed);
   esRegisterDrawFunc ( &esContext, Draw );
   
   esMainLoop ( &esContext );

   DELETE_SAFELY(woman1);
   DELETE_SAFELY(woman2);
   DELETE_SAFELY(sky);
   DELETE_SAFELY(cam);
   DELETE_SAFELY(camSky);
}
コード例 #10
0
ファイル: main.c プロジェクト: Displacer/freewrl
int main ( int argc, char *argv[] )
{
   GLboolean retval;
   ESContext esContext;
   //UserData  userData;
   void *userData;

   esInitContext ( &esContext );
   staticContext = &esContext;
   userData = fwl_init_instance(); //before setting any structs we need a struct allocated
   esContext.userData = userData;//&userData;

   //Blackberry PlayBook 1024x600 (7") 170 PPI
   //equivalent 7" on Acer x203w desktop monitor: 600x352
   retval = esCreateWindow ( &esContext, "winGLES2", 600, 352, ES_WINDOW_RGB | ES_WINDOW_DEPTH | ES_WINDOW_STENCIL );
   //retval = esCreateWindow ( &esContext, "winGLES2", 1024, 600, ES_WINDOW_RGB | ES_WINDOW_DEPTH | ES_WINDOW_STENCIL );
   fwl_setOrientation (0); //int: 0, 90, 180, 270
   setDisplayed(1); //0=not 1=displayed
   if( retval == GL_FALSE ) printf("ouch - esCreateWindow returns false\n");
   printf("%s\n",glGetString(GL_VERSION));
   printf("%s\n",glGetString(GL_SHADING_LANGUAGE_VERSION));
   
   if ( !fwInit ( &esContext ) )
      return 0;
   	//statusbarOnResize(600,352);
	fwl_setScreenDim(600,352);

   //esRegisterUpdateFunc ( &esContext, fwUpdate );
   esRegisterDrawFunc ( &esContext, fwDraw );
   esRegisterKeyFunc ( &esContext, fwOnKey );
   esRegisterMouseFunc ( &esContext, fwOnMouse );
   esRegisterResizeFunc( &esContext, fwOnResize );
   
   esMainLoop ( &esContext );
   finalizeRenderSceneUpdateScene();

}