void ProcessorList::renderOpenGL() { glClear(GL_COLOR_BUFFER_BIT); // clear buffers to preset values drawItems(); drawScrollBars(); }
void LfpDisplayCanvas::renderOpenGL() { glClear(GL_COLOR_BUFFER_BIT); // clear buffers to preset values //drawTicks(); updateScreenBuffer(); for (int i = 0; i < nChans; i++) { bool isSelected = false; if (selectedChan == i) isSelected = true; if (checkBounds(i)) { setViewport(i); //drawBorder(isSelected); drawChannelInfo(i,isSelected); drawWaveform(i,isSelected); } } drawScrollBars(); //std::cout << "Render." << std::endl; }
void InfoLabel::renderOpenGL() { glClear(GL_COLOR_BUFFER_BIT); // clear buffers to preset values drawLabel(); drawScrollBars(); }
void ProcessorList::renderOpenGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // clear buffers to preset values drawItems(); drawScrollBars(); //glFlush(); swapBuffers(); }
void ConsoleWindow::drawWindow() { //XXX //contentwindow shouldn't scale, // _baseWindow.print(); clean(); //take care of any updates to buffer state if ( _iconified ) { drawIconified(); return; } // if ( AudicleWindow::main()->m_render_mode == GL_RENDER ) // _baseWindow.dropShadowRounded( 0.35, 0.1); glPushName(_id); //window widgets //border glLineWidth( 5.0 ); drawBase(); //draw window background glLineWidth(1.0); stencilContent (); //set up content area stencil drawStenciledContent(); //draw ( in stencil ) the window content glPushMatrix(); _baseWindow.transform(); //base window transform // _contentWindow.outlineQuad();// content boundary glLineWidth(2); drawStatus(); //status information drawScrollBars(); //scrollbar interaction drawUILayer(); //button UI interface glPopMatrix(); glPopName(); }
void SpikeDisplayCanvas::renderOpenGL() { //if(!plotsInitialized) // initializeSpikePlots(); glClearColor (0.667, 0.698, 0.718, 1.0); glClear(GL_COLOR_BUFFER_BIT); // clear buffers to preset values // Get Spikes from the processor // Iterate through each spike, passing them individually to the appropriate plots and calling redraw before moving on to the next spike processSpikeEvents(); for (int i = 0; i < plots.size(); i++) { plots[i]->redraw(); drawPlotTitle(i); } drawScrollBars(); }
void LfpDisplayCanvas::renderOpenGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // clear buffers to preset values //glClear(GL_COLOR_BUFFER_BIT); // clear buffers to preset values if (animationIsActive) updateScreenBuffer(); for (int i = 0; i < nChans; i++) { bool isSelected = false; if (selectedChan == i) isSelected = true; if (checkBounds(i)) { //setViewport(i); //drawBorder(isSelected); drawWaveform(i,isSelected); drawChannelInfo(i,isSelected); } } drawScrollBars(); drawProgressBar(); drawTimeline(); // glFlush(); swapBuffers(); }