//Set up GL bool GLInit() { //Init window if(!WINDOW::Instance()->Init("Many Lights", 640, 480, 8, 8, 8, 8, 24, 8, false, false)) return false; //Check for NV_vertex_program if(GLEE_NV_vertex_program) { //default to vp1 useVP1=true; useVP2=false; useFixedFunction=false; } //Check for NV_vertex_program2 if(GLEE_NV_vertex_program2) { //default to vp2 useVP1=false; useVP2=true; useFixedFunction=false; } //Init font if(!font.Init()) return false; //set viewport int height=WINDOW::Instance()->height; if(height==0) height=1; glViewport(0, 0, WINDOW::Instance()->width, height); //Set up projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( 45.0f, (GLfloat)WINDOW::Instance()->width/(GLfloat)WINDOW::Instance()->height, 1.0f, 100.0f); //Load identity modelview glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //Shading states glShadeModel(GL_SMOOTH); glClearColor(backgroundColor.r, backgroundColor.g, backgroundColor.b, backgroundColor.a); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //Depth states glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return true; }
//Set up GL bool GLInit() { //Init window if(!WINDOW::Instance()->Init( "Project Template", 640, 480, 8, 8, 8, 8, 24, 8, false, false, true)) return false; //Check for OpenGL version/extensions //if(!extgl_Extensions.OpenGL14) //{ //LOG::Instance()->OutputError("I require OpenGL 1.4 support"); //return false; //} //Init font if(!font.Init()) return false; //set viewport int height=WINDOW::Instance()->height; if(height==0) height=1; glViewport(0, 0, WINDOW::Instance()->width, height); //Set up projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( 45.0f, (GLfloat)WINDOW::Instance()->width/(GLfloat)WINDOW::Instance()->height, 1.0f, 100.0f); //Load identity modelview glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //Shading states glShadeModel(GL_SMOOTH); glClearColor(backgroundColor.r, backgroundColor.g, backgroundColor.b, backgroundColor.a); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //Depth states glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); return true; }