void myinit() { g_iLineList = glGenLists(1); glNewList(g_iLineList, GL_COMPILE); makeLines(); glEndList(); initTexture(&g_iFloorName, g_pFloorTexture); g_iFloorList = glGenLists(2); glNewList(g_iFloorList, GL_COMPILE); makeFloor(); glEndList(); initTexture(&g_iSkyName, g_pSkyTexture); g_iSkyList = glGenLists(3); glNewList(g_iSkyList, GL_COMPILE); makeSky(); glEndList(); g_iTrackList = glGenLists(4); glNewList(g_iTrackList, GL_COMPILE); makeTracks(); glEndList(); glClearColor(0.0, 0.0, 0.0, 0.0); // set background color glEnable(GL_DEPTH_TEST); // enable depth buffering glShadeModel(GL_SMOOTH); // interpolate colors during rasterization moveCamera(); }
void Concavefloor::init() { worldsizeZ = settings->getCVarPtr("worldsizeZ"); makeFloor(); if ( settings->getCVar("autoload") ) loadAllCritters(); if ( settings->getCVar("autoloadlastsaved") ) loadAllLastSavedCritters(); }
void TestWorld1::init() { makeFloor(); // extra Ground Floor float WallWidth = 0.1f; float WallHalfWidth = WallWidth/2.0f; decSizeFactor = 0.5f; elevations = 10; insertHight = 1.0f + (WallWidth*elevations); for ( unsigned int i=0; i < elevations; i++ ) { btVector3 position( (float)settings->getCVar("worldsizeX")/2.0f, (i*WallWidth)+WallHalfWidth, (float)settings->getCVar("worldsizeY")/2.0f ); Wall* w = new Wall( (float)settings->getCVar("worldsizeX")/(decSizeFactor*(i+2)), WallWidth, (float)settings->getCVar("worldsizeY")/(decSizeFactor*(i+2)), position, m_dynamicsWorld ); w->color.r = 0.34f+(0.005f*i); w->color.g = 0.25f+(0.005f*i); w->color.b = 0.11f+(0.005f*i); walls.push_back(w); } }
int initGL(void) { float aspect_ratio; GLenum res; x_position=y_position=0.0; yd=xd=0.0; /*Init GLEW*/ res = glewInit(); if(res != GLEW_OK) { printf("Error: glewInit() '%s'\n",glewGetErrorString(res)); return -1; } /*Print Version string*/ getGLVersion(); /* compileShaders(); */ /*Settings*/ glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable( GL_BLEND ); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); /*Clear screen*/ glClearColor(0.0, 0.0, 0.0, 1.0); /* glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); aspect_ratio = 800.0f/600.0f; gluPerspective(70.0, aspect_ratio, 1.0, 500.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); /*Generate a Sphere*/ sphere = glGenLists(1); glNewList(sphere, GL_COMPILE); makeSphere(RADIUS); glEndList(); /*Generate the floor*/ tfloor = glGenLists(1); glNewList(tfloor, GL_COMPILE); makeFloor(2.0); glEndList(); /*Suzanne from Blender import*/ suzanne = glGenLists(1); glNewList(suzanne, GL_COMPILE); Suzanne(); glEndList(); /*VBO Test*/ vtest[0].x = 0.1; vtest[0].y = 0.2; vtest[0].z = 0.3; vtest[1].x = 0.1; vtest[1].y = 0.2; vtest[1].z = 0.3; vtest[2].x = 0.1; vtest[2].y = 0.2; vtest[2].z = 0.3; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vtest), vtest, GL_STATIC_DRAW); return 0; }