void display(void) { if(handPointList == NULL){ printf("error. can't allocate memory for handPointList"); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if(!preview){ draw_background(); glLoadIdentity(); UIhandler(); //check ui touch //display //printscr(); mode_selection(handPointList, rhand); }else{ preview_scene(); } glFlush(); }
int main(unsigned long long spe, unsigned long long argp, unsigned long long envp) { spe_program_info_t info; scene_t scene; #if defined(_DEBUG) printf("SPU params {%d, %d, %d}\n", (unsigned int)spe, (unsigned int)argp, (unsigned int)envp, sizeof(spe_program_info_t)); #if _DEBUG > 2 printf("SPU sizeof object3d_t: %d\n", sizeof(object3d_t)); printf("SPU sizeof material_t: %d\n", sizeof(material_t)); printf("SPU sizeof plane_t: %d\n", sizeof(plane_t)); printf("SPU sizeof polygon_t: %d\n", sizeof(polygon_t)); printf("SPU sizeof sphere_t: %d\n", sizeof(sphere_t)); printf("SPU sizeof unsigned int: %d\n", sizeof(unsigned int)); printf("SPU sizeof unsigned long long: %d\n", sizeof(unsigned long long)); printf("SPU sizeof point_t*: %d\n", sizeof(point_t *)); printf("SPU sizeof ray_t: %d\n", sizeof(ray_t)); #endif /* _DEBUG > 1 */ #endif /* _DEBUG */ load_program_info(argp, &info); load_scene(info.scene_ea, &scene); #if defined(_DEBUG) && _DEBUG > 1 preview_scene(&scene); #endif /* now start churnin rays */ spu_raytrace(&info, &scene); return 0; }