예제 #1
0
void SceneDrawer::DrawScene(UserTracker *pUserTrackerObj,int argc, char **argv,SampleManager *pSample, XnBool bShowLowConfidence)
{
    m_pUserTrackerObj=pUserTrackerObj;
    m_pSample=pSample;
    m_bShowLowConfidence=bShowLowConfidence;

#ifndef USE_GLES
    glInit(&argc, argv);
#endif

    InitTexture();
#ifndef USE_GLES
    glutMainLoop();
#else
    if (!opengles_init(GL_WIN_SIZE_X, GL_WIN_SIZE_Y, &display, &surface, &context))
    {
        printf("Error initializing opengles\n");
        ExitSample(EXIT_FAILURE);
    }

    glDisable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);
    glEnableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_COLOR_ARRAY);

    while (1)
    {
        glutDisplay();
        eglSwapBuffers(display, surface);
    }
    // we should never reach here! we have a while(1) above!
    ExitSample(EXIT_SUCCESS);

#endif
}
void SceneDrawer::DrawScene(UserTracker *pUserTrackerObj,int argc, char **argv,SampleManager *pSample, XnBool bShowLowConfidence)
{
	m_pUserTrackerObj=pUserTrackerObj;
	m_pSample=pSample;
	m_bShowLowConfidence=bShowLowConfidence;

#ifndef USE_GLES
	glInitWithShaders( argc, argv );								// TOGGLE ON FOR SHADERS, OFF FOR FIXED FUNCTION

#endif
	InitTexture();
#ifndef USE_GLES

	const GLubyte *renderer = glGetString( GL_RENDERER );
	const GLubyte *vendor = glGetString( GL_VENDOR );
	const GLubyte *version = glGetString( GL_VERSION );
	const GLubyte *glslVersion =
							 glGetString( GL_SHADING_LANGUAGE_VERSION );

	GLint major, minor;
	glGetIntegerv(GL_MAJOR_VERSION, &major);
	glGetIntegerv(GL_MINOR_VERSION, &minor);

	printf("GL Vendor : %s\n", vendor);
	printf("GL Renderer : %s\n", renderer);
	printf("GL Version (string) : %s\n", version);
	printf("GL Version (integer) : %d.%d\n", major, minor);
	printf("GLSL Version : %s\n", glslVersion);

	glutMainLoop();
#else
	if (!opengles_init(GL_WIN_SIZE_X, GL_WIN_SIZE_Y, &display, &surface, &context))
	{
		printf("Error initializing opengles\n");
		ExitSample(EXIT_FAILURE);
	}

	glDisable(GL_DEPTH_TEST);
	glEnable(GL_TEXTURE_2D);
	glEnableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_COLOR_ARRAY);

	while (1)
	{
		glutDisplay();
		eglSwapBuffers(display, surface);
	}
	// we should never reach here! we have a while(1) above!
	ExitSample(EXIT_SUCCESS); 

#endif
}