void display (void) { // this code executes whenever the window is redrawn (when opened, // moved, resized, etc. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // set the viewing transform setUpView(); // set up light source setUpLight(); // start drawing objects drawt1Text(); drawTank1(); drawTank2(); //drawCone(); drawGround(); drawSheet1(); if (bulletflag1 == 1) { drawBullet1(); } if (bulletflag2 == 1) { drawBullet2(); } glutSwapBuffers(); }
void display (void) { // this code executes whenever the window is redrawn (when opened, // moved, resized, etc. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // set the viewing transform setUpView(); setUpLight(); // start drawing objects glEnable(GL_DEPTH_TEST); drawFish(); glDisable(GL_DEPTH_TEST); drawBubbles(); glutSwapBuffers(); }
void display (void) { // this code executes whenever the window is redrawn (when opened, // moved, resized, etc. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // set the viewing transform setUpView(); // set up light source setUpLight(); // start drawing objects setUpModelTransform(); drawMounts(); glutSwapBuffers(); }
void display (void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); setUpView(); setUpLight(); setUpModelTransform(); if (trackballMove) { glPushMatrix(); glLoadIdentity(); glRotatef(angle, axis[0], axis[1], axis[2]); glMultMatrixf((GLfloat *) trackballXform); glGetFloatv(GL_MODELVIEW_MATRIX, trackballXform); glPopMatrix(); } glPushMatrix(); glMultMatrixf((GLfloat *) objectXform); drawObjs(); glPopMatrix(); glutSwapBuffers(); }