void CPropSelUser::OnPaint() { CPaintDC dc(this); // device context for painting // TODO: 在此处添加消息处理程序代码 // 不为绘图消息调用 CDialog::OnPaint() drawSkin(); }
void CPropPannel::OnPaint() { CPaintDC dc(this); // device context for painting //绘画框架底图 2012.10.17 yyf m_configDlg.DrawViewFrame(&dc); drawSkin(); /*if(!m_ie.get_Busy()) m_ie.Refresh();*/ __super::OnPaint(); }
LRESULT CPropSelUser::DefWindowProc(UINT message, WPARAM wParam, LPARAM lParam) { LRESULT lrst=CDialog::DefWindowProc(message, wParam, lParam); if (!::IsWindow(m_hWnd)) return lrst; if (message==WM_MOVE||message==WM_PAINT||message==WM_NCPAINT||message==WM_NCACTIVATE)// ||message == WM_NOTIFY) { drawSkin(); } return lrst; }
//================================================================================ //! メソッド名 CSKIN_MESH::draw // // 機能 描画 // 機能概要 スキンメッシュの描画を行う // 引数 inDev Direct3Dデバイス // 戻り値 TRUE 描画成功 // FALSE 描画失敗 // 更新 2008/05/30 <追加> コメント //================================================================================ BOOL CSKIN_MESH::draw(CONST DEV inDev) { // 描画の無効性を調べて、無効の時 if( !getVisible()) { // 描画失敗を返す return FALSE; } // モデルを前向きにする MAT16 matrix = (*getWorldMatrixInversed()) * (*getWorldMatrix()); return drawSkin(inDev, &matrix); }
void Shark::drawShark(int frame) { //, GLUquadricObj *quadratic) drawSkin(frame); }
void GL_RenderPix(u8 * pix,int w, int h) { // Update the texture dimensions/scaling depending on the rendered image size. if ( srcWidth != w || srcHeight != h ) { srcWidth = w; srcHeight = h; GL_InitTexture(w,h); updateOrientation(); } glClear( GL_COLOR_BUFFER_BIT ); checkError(); /*----------------------------------------------------------------------------- * Background Skin *-----------------------------------------------------------------------------*/ if ( use_on_screen && skin && !skin->transparent) { drawSkin(); } /*----------------------------------------------------------------------------- * Draw the frame of the snes *-----------------------------------------------------------------------------*/ // Use the program object glUseProgram ( programObject ); checkError(); glVertexAttribPointer( positionLoc, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), vertexCoords ); checkError(); glVertexAttribPointer( texCoordLoc, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), texCoords ); checkError(); glEnableVertexAttribArray( positionLoc ); checkError(); glEnableVertexAttribArray( texCoordLoc ); checkError(); glBindTexture(GL_TEXTURE_2D, texture); glTexSubImage2D( GL_TEXTURE_2D,0, 0,0, srcWidth,srcHeight, GL_RGB,GL_UNSIGNED_SHORT_5_6_5,pix); checkError(); //sampler texture unit to 0 glUniform1i( samplerLoc, 0 ); checkError(); glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); checkError(); /*----------------------------------------------------------------------------- * Skin Overlay *-----------------------------------------------------------------------------*/ if ( use_on_screen && skin && skin->transparent) { drawSkin(); } //Push to screen SDL_GL_SwapBuffers(); checkError(); }