void Renderer::DrawScene() { ClearBuffer(); //Colorize quadrants int windowPixelCount = (sScreenSize.mX) * (sScreenSize.mY) * 3; int subWindowPixelCount = windowPixelCount / 4; for(int i = 0; i < subWindowPixelCount; i++) { sPixelBuffer1[i] = 0.55f; sPixelBuffer2[i] = 0.4f; sPixelBuffer3[i] = 0.25f; } DrawPolygons(); //Post redisplay for all sub windows glutSetWindow(sMainWindow); glutPostRedisplay(); glutSetWindow(sSubWindow1); glutPostRedisplay(); glutSetWindow(sSubWindow2); glutPostRedisplay(); glutSetWindow(sSubWindow3); glutPostRedisplay(); }
void Draw::DrawPolygons(const Vector<Point>& vertices, const Vector<int>& polygon_counts, Color color, int width, Color outline, uint64 pattern, Color doxor) { DrawPolygons(vertices.Begin(), vertices.GetCount(), polygon_counts.Begin(), polygon_counts.GetCount(), color, width, outline, pattern, doxor); }
void COglshapeView::DrawWithOpenGL() { glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glColor3f(0.0f, 0.0f, 0.0f); switch(m_shape) { case Points : DrawPoints(); break; case Lines : DrawLines(); break; case LineStrip : DrawLineStrip(); break; case LineLoop : DrawLineLoop(); break; case Polygons : DrawPolygons(); break; case Triangles : DrawTriangles(); break; case TriangleStrip : DrawTriangleStrip(); break; case TriangleFan : DrawTriangleFan(); break; case Quads : DrawQuads(); break; case QuadStrip : DrawQuadStrip(); break; case Nonconvex : DrawNonconvex(); break; } glFlush(); }