void Slice::draw_plane (int axis, Displayable::Shader& shader_program, Projection& with_projection) { setup_draw (axis, with_projection); draw_plane_primitive (axis, shader_program, with_projection); draw_crosshairs (with_projection); draw_orientation_labels (with_projection); }
void Slice::draw_plane (int axis, Displayable::Shader& shader_program, Projection& with_projection) { ASSERT_GL_MRVIEW_CONTEXT_IS_CURRENT; setup_projection (axis, with_projection); draw_plane_primitive (axis, shader_program, with_projection); draw_crosshairs (with_projection); draw_orientation_labels (with_projection); ASSERT_GL_MRVIEW_CONTEXT_IS_CURRENT; }
UINT32 oneshot_state::screen_update_oneshot(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { bitmap.fill(m_palette->black_pen(), cliprect); m_mid_tilemap->set_scrollx(0, m_scroll[0] - 0x1f5); m_mid_tilemap->set_scrolly(0, m_scroll[1]); m_bg_tilemap->draw(screen, bitmap, cliprect, 0, 0); m_mid_tilemap->draw(screen, bitmap, cliprect, 0, 0); draw_sprites(bitmap, cliprect); m_fg_tilemap->draw(screen, bitmap, cliprect, 0, 0); draw_crosshairs(bitmap, cliprect); return 0; }
void MultiCamshiftUI::drawResults(int camera, IplImage *image) { CvBox2D *box = &results[camera]; /* Check the roll quality. For aspect ratios near 1, the box rotation * can't be measured accurately. In these situations, we draw the box * as a circle, to convey this information. */ float q = box->size.height / box->size.width; if (q < 1.25) { cvCircleAA(image, cvPoint((int)box->center.x, (int)box->center.y), (int)((box->size.height + box->size.width)/4), CV_RGB(0,255,128)); } else { draw_box(image, *box); } /* Always draw some crosshairs at the box center */ draw_crosshairs(image, box->center.x, box->center.y); }