int main(int argc, char** argv) { InitWin7(); InitDevIL(); InitRun(argc,argv); InitGlut(argc, argv); if (bFreshRun) InitNx(); else ReInitNx(); glutMainLoop(); ReleaseNx(); return 0; }
int main(int argc, char** argv) { #ifdef _DEBUG cout << "***DEBUG BUILD***" << endl; #endif ncc::whoami(); InitRun(argc,argv); InitGlut(argc,argv); InitHUD(); InitDevIL(); InitPhysX(); InitCUDA(); InitExperiment(); glutMainLoop(); // enter event processing return 0; // never actually reached. }
void GLRenderer::Initialise() { RenderState rs; rs.state = RenderState::None; rs.matrixMode = -1; rs.target = 0; this->_PushState(rs); GLenum error = glewInit(); if (error != GLEW_OK) throw std::runtime_error(ToString("glewInit() failed: ") + ToString(glewGetErrorString(error))); if (!(GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader)) throw std::runtime_error("ARB_vertex_shader and ARB_fragment_shader are required"); Tools::log << "Glew version: " << (char const*)glewGetString(GLEW_VERSION) << "\n"; Tools::log << "OpenGL version: " << (char const*)glGetString(GL_VERSION) << "\n"; GLCHECK(glEnable(GL_BLEND)); //GLCHECK(glEnable(GL_ALPHA_TEST)); GLCHECK(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); //GLCHECK(glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); if (_cgGlobalContext == 0) _cgGlobalContext = cgCreateContext(); this->_cgContext = _cgGlobalContext; ++_cgGlobalNbReferences; cgSetErrorCallback(&ErrCallback); cgGLSetDebugMode(CG_FALSE); cgSetParameterSettingMode(this->_cgContext, CG_DEFERRED_PARAMETER_SETTING); cgGLRegisterStates(this->_cgContext); cgGLSetManageTextureParameters(this->_cgContext, CG_TRUE); InitDevIL(); GLCHECK(glCullFace(GL_FRONT)); }