void myinit() { g_iLineList = glGenLists(1); glNewList(g_iLineList, GL_COMPILE); makeLines(); glEndList(); initTexture(&g_iFloorName, g_pFloorTexture); g_iFloorList = glGenLists(2); glNewList(g_iFloorList, GL_COMPILE); makeFloor(); glEndList(); initTexture(&g_iSkyName, g_pSkyTexture); g_iSkyList = glGenLists(3); glNewList(g_iSkyList, GL_COMPILE); makeSky(); glEndList(); g_iTrackList = glGenLists(4); glNewList(g_iTrackList, GL_COMPILE); makeTracks(); glEndList(); glClearColor(0.0, 0.0, 0.0, 0.0); // set background color glEnable(GL_DEPTH_TEST); // enable depth buffering glShadeModel(GL_SMOOTH); // interpolate colors during rasterization moveCamera(); }
void IMFT<Ptr>::setFrame(VecPtr ptrs) { cnt++; if(m_isDebug) std::cout << "||CNT : " << cnt << " || # of objects : " << ptrs.size() << " || # of tracks : " << m_tracks.size() << " ||" <<std::endl; if(cnt > m_nWindow) movingWindow(); addToDGraph(ptrs); tracking(); if(cnt == m_nWindow) { backtracking(); makeTracks(); } else if(cnt > m_nWindow){ trackUpdate(); // setCurrentFrame(cnt); } setCurrentFrame(cnt); confirmDGraph(); }