void Render::paintGL() { glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); move(); drawGrid(); drawCar(); drawSparks(); drawBody(world->getTrack()->getBody()); drawText(); drawParents(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glOrtho(0, width(), height(), 0, 1.0, -1.0); drawTable(); drawGraph(); glPopMatrix(); //GL_MODELVIEW glMatrixMode(GL_PROJECTION); glPopMatrix(); }
/************************************************************************ Function: buttonLogic Description: This performs button logic depending on if a button is pressed or not. Does not contain all logic for buttons, as some is contained in the method called by the button press. *************************************************************************/ void buttonLogic(void) { if(sparkleButtonPressed) { // Draw the spinning sparkle that traces the N and star drawSparkle(); } if(sparksButtonPresssed) { // Draw Sparks only if sparkle button is pressed if(sparkleButtonPressed) { drawSparks(); } } }