Пример #1
0
Sky::Sky(
		float _high,
		float _size,
		std::string _texPath)
{
	// TODO Auto-generated constructor stub
	std::cout << "SKY INIT ----------------------------"  << std::endl;

	high = _high;
	size = _size;
	texPath = _texPath + "sky/";

	// loading textures and shaders for sky mesh
	textures = new TexPool(texPath.c_str());

	textures->loadDir();

	shaderID = Shader::sPool->getProgramID("sky");	// load shader program
	textureID = textures->getTexIdByName("sky.jpg");
	std::cout << "------------------------------------------\n"  << std::endl;

	genVBO();
	genNormalBO();
	genUVBO();
}
Пример #2
0
	void Shape::sendVertex()
	{
		if(m_vertexSent) {
			throw std::runtime_error("Vertex already sent");
		}
		genVBO();
		genVAO();
		m_vertexSent = true;
		m_shader.setOffset(m_array_vertex_index);
	}
Пример #3
0
void GLWidget::initializeGL() {
    std::cout << "initializeGL()\n";
    glShadeModel(GL_SMOOTH);
    glClearColor(0.0, 0.0, 0.0, 1.0);
    glClearDepth(1.0f);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
    glLoadIdentity();
    // glEnable(GL_DEPTH_TEST);
    genVBO();  
}
Пример #4
0
//----------------------------------------------------------------------------------------------------------------------
VAO::VAO(
                                                                             GLenum _mode
                                                                         )
{
    m_allocated=false;
    // first we create a vertex array Object
    //glGenVertexArrays(1, &m_id);
    /* use only vbo */
    m_id = genVBO();

    m_bound=false;
    m_drawMode=_mode;
    m_indicesCount=0;
    m_indexed=false;
    m_indexType = GL_UNSIGNED_BYTE;
}
Пример #5
0
//----------------------------------------------------------------------------------------------
DebugMultiPoly::DebugMultiPoly()
{
    m_origin = Vector3f();
    m_firstColor = Color4f();
    m_timeToLiveSeconds = 0.f;
    m_killNextFrame = false;
    m_shouldBeRemoved = false;
    m_hasTexture = false;
    m_material = Material();
    m_material.m_useVBO = true;
    //m_VBOOffset = 0;
    genVBO();
    //Texture* currTex = new Texture(".\\Data\\cobblestonesDiffuse.png");
    //m_material.m_useVBO = true;
    //m_material.m_useDiffuse = true;
    //m_material.m_useShaderProgram=true;
    ////currMat-._useShaderProgram = true;
    //m_material.m_diffuseID = currTex->m_openGLTextureID;
}