//--------------------------------------------------------------------------- void OGLGeo::voxel_all(Voxel &voxel_in) { //全ボクセル描画 //点を出力 GLfloat materialBlue[]={0.2f,0.4f,1.0f,0.5f}; glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,materialBlue); for(int k=0;k<voxel_in.mesh_z;k++) { for(int j=0;j<voxel_in.mesh_y;j++) { for(int i=0;i<voxel_in.mesh_x;i++) { glBegin(GL_POINTS); glVertex3d(voxel_in.itox(i),voxel_in.jtoy(j),voxel_in.ktoz(k)); glEnd(); } } } }
//--------------------------------------------------------------------------- void OGLGeo::voxel2(Voxel &voxel_in) { //ボクセルモデリング関数2 //点を出力 //GLfloat materialBlue[]={0.2f,0.4f,1.0f,0.5f}; //glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,materialBlue); for(int k=0;k<voxel_in.mesh_z;k++) { for(int j=0;j<voxel_in.mesh_y;j++) { for(int i=0;i<voxel_in.mesh_x;i++) { if(voxel_in.flag[voxel_in.index(i,j,k)]) { glBegin(GL_POINTS); glVertex3d(voxel_in.itox(i),voxel_in.jtoy(j),voxel_in.ktoz(k)); glEnd(); } } } } }