Пример #1
0
	TestApp::TestApp(boost::shared_ptr<GameLog> loggerPtr, boost::shared_ptr<GameOptions> optionsPtr) throw (GameException &)
		: GameMain(loggerPtr, optionsPtr)
		, m_mvProjStackManager()
		, m_viewFrustrum()
		, m_isAnisotropicExtPresent(false)
		, m_gameId(VIEW_ID_NO_VIEW_ATTACHED)
		, m_listener()
		, m_eventsRegistered(false) {
		shared_ptr<GLMatrixStack> mvStack(GCC_NEW GLMatrixStack());
		shared_ptr<GLMatrixStack> projStack(GCC_NEW GLMatrixStack(4));
		m_mvProjStackManager.reset(GCC_NEW ModelViewProjStackManager(mvStack, projStack));
		m_listener.reset(GCC_NEW TestAppEventListener(this));
	}
Пример #2
0
	// /////////////////////////////////////////////////////////////////
	//
	// /////////////////////////////////////////////////////////////////
	Pool3dGame::Pool3dGame(boost::shared_ptr<GameLog> loggerPtr, boost::shared_ptr<GameOptions> optionsPtr) throw (GameException &)\
		: GameMain(loggerPtr, optionsPtr), m_mvProjStackManager(), m_viewFrustrum(), m_isAnisotropicExtPresent(false), m_gameId(VIEW_ID_NO_VIEW_ATTACHED),\
			m_uiId(VIEW_ID_NO_VIEW_ATTACHED), m_listener(), m_eventsRegistered(false)
	{
		// Build ModelView matrix stack with the default stack size (64).
		// NB:  This sets a limit for the game views scene graph to have a maximum depth of 64.
		shared_ptr<GLMatrixStack> mvStack(GCC_NEW GLMatrixStack());
		
		// Build Projection matrix stack with a small default stack size (Proj stack does not need to be
		//  very large, 2 matrices at most, we will say 4 for flexibility sake).
		shared_ptr<GLMatrixStack> projStack(GCC_NEW GLMatrixStack(4));

		m_mvProjStackManager.reset(GCC_NEW ModelViewProjStackManager(mvStack, projStack));

		m_listener.reset(GCC_NEW Pool3dGameEventListener(this));
	}