void avtOpenGLCurveRenderer::RenderCurves() { // // Make the OpenGL calls to get it into the desired state. // SetupGraphicsLibrary(); // // Set up the OpenGL state // // Turn off lighting if it's on. GLboolean enableLighting; glGetBooleanv(GL_LIGHTING, &enableLighting); if(enableLighting) glDisable(GL_LIGHTING); // Disable depth testing GLboolean enableDepthTest; glGetBooleanv(GL_DEPTH_TEST, &enableDepthTest); if(enableDepthTest) glDisable(GL_DEPTH_TEST); if (atts.GetShowLines()) DrawCurveAsLines(); if (atts.GetShowPoints()) DrawCurveAsSymbols(); if (atts.GetDoLineTimeCue()) { RenderLine(); } if (atts.GetDoBallTimeCue()) { RenderBall(); } // Enable depth testing if it was on. if(enableDepthTest) glEnable(GL_DEPTH_TEST); // Enable lighting again if it was on. if(enableLighting) glEnable(GL_LIGHTING); }
void GameScene::RenderObjects() { RenderMaze(); RenderBall(); }