// Receives Color data void MeshApp::onColorData( Surface8u surface, const DeviceOptions& deviceOptions ) { if ( mTextureColor ) { mTextureColor.update( surface, surface.getBounds() ); } else { mTextureColor = gl::Texture( surface ); mTextureColor.setWrap( GL_REPEAT, GL_REPEAT ); } }
void BulletTestApp::setup() { mDragging = false; mFrameRate = 0.0f; mTest = 9; mTestPrev = mTest; // Set up lighting mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 ); mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() ); mLight->setAmbient( ColorAf( 0.2f, 0.2f, 0.2f, 1.0f ) ); mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) ); mLight->enable(); // Load meshes loadModels(); // Create a Bullet dynamics world mWorld = bullet::createWorld(); // Load texture mTexSquare = gl::Texture( loadImage( loadResource( RES_TEX_SQUARE ) ) ); mTexSphere = gl::Texture( loadImage( loadResource( RES_TEX_SPHERE ) ) ); mTexTerrain = gl::Texture( loadImage( loadResource( RES_TEX_TERRAIN ) ) ); mTexTerrain.setWrap( GL_REPEAT, GL_REPEAT ); mTexTerrain.unbind(); // Init terrain pointer mTerrain = 0; // Parameters mParams = params::InterfaceGl( "Params", Vec2i( 200, 120 ) ); mParams.addParam( "Frame Rate", &mFrameRate, "", true ); mParams.addParam( "Test", &mTest, "min=0 max=9 step=1 keyDecr=t keyIncr=T" ); mParams.addButton( "Drop", bind( &BulletTestApp::drop, this ), "key=space" ); mParams.addButton( "Screen shot", bind( &BulletTestApp::screenShot, this ), "key=s" ); mParams.addButton( "Quit", bind( &BulletTestApp::quit, this ), "key=q" ); // Initialize initTest(); // Run first resize to initialize view resize( ResizeEvent( getWindowSize() ) ); }
void BulletTestApp::setup() { // Set test mode mTest = 0; mTestPrev = mTest; // Set up lighting mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 ); mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() ); mLight->setAmbient( ColorAf( 0.2f, 0.2f, 0.2f, 1.0f ) ); mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) ); mLight->enable(); // Load meshes loadModels(); // Create a Bullet dynamics world mWorld = bullet::createWorld(); // Load texture mTexSquare = gl::Texture( loadImage( loadResource( RES_TEX_SQUARE ) ) ); mTexSphere = gl::Texture( loadImage( loadResource( RES_TEX_SPHERE ) ) ); mTexTerrain = gl::Texture( loadImage( loadResource( RES_TEX_TERRAIN ) ) ); mTexTerrain.setWrap( GL_REPEAT, GL_REPEAT ); mTexTerrain.unbind(); // Init terrain pointer mTerrain = 0; // Parameters mFrameRate = 0.0f; mParams = params::InterfaceGl( "Params", Vec2i( 150, 100) ); mParams.addParam( "Frame Rate", &mFrameRate, "", true ); mParams.addParam( "Test", &mTest, "min=0 max=7 step=1 keyDecr=d keyIncr=D" ); // Initialize initTest(); // Run first resize to initialize view resize( ResizeEvent( getWindowSize() ) ); }