Exemplo n.º 1
0
/*  Render the leaf with buffer objects.  */
void VertexBufferLeaf::renderBufferObject( VertexBufferState& state ) const
{
    GLuint buffers[4];
    for( int i = 0; i < 4; ++i )
        buffers[i] = 
            state.getBufferObject( reinterpret_cast< const char* >(this) + i );
    if( buffers[VERTEX_OBJECT] == state.INVALID || 
        buffers[NORMAL_OBJECT] == state.INVALID || 
        buffers[COLOR_OBJECT] == state.INVALID || 
        buffers[INDEX_OBJECT] == state.INVALID )

        setupRendering( state, buffers );
    
    if( state.useColors() )
    {
        glBindBuffer( GL_ARRAY_BUFFER, buffers[COLOR_OBJECT] );
        glColorPointer( 4, GL_UNSIGNED_BYTE, 0, 0 );
    }
    glBindBuffer( GL_ARRAY_BUFFER, buffers[NORMAL_OBJECT] );
    glNormalPointer( GL_FLOAT, 0, 0 );
    glBindBuffer( GL_ARRAY_BUFFER, buffers[VERTEX_OBJECT] );
    glVertexPointer( 3, GL_FLOAT, 0, 0 );
    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, buffers[INDEX_OBJECT] );
    glDrawElements( GL_TRIANGLES, GLsizei( _indexLength ), GL_UNSIGNED_SHORT, 0 );
}
Exemplo n.º 2
0
/*  Render the leaf with a display list.  */
inline
void VertexBufferLeaf::renderDisplayList( VertexBufferState& state ) const
{
    char* key = (char*)( this );
    if( state.useColors( ))
        ++key;

    GLuint displayList = state.getDisplayList( key );

    if( displayList == state.INVALID )
        setupRendering( state, &displayList );
    
    glCallList( displayList );
}
// Start the application
void ClientMain::start()
{
    setupComponents();
    setupRendering();
    initComponents();
}