Пример #1
0
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();
}
Пример #2
0
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;
}