GLvoid NEHE17::InitGL(){ if(!LoadGLTextures("NeheGL/img/Font.bmp", 0)){ cout<<"Fail to load font texture"<<endl; } if(!LoadGLTextures("NeheGL/img/Bumps.bmp", 1)){ cout<<"Fail to load bumps texture"<<endl; } buildFont(); // Enable Texture Mapping glEnable(GL_TEXTURE_2D); // Enables Smooth Shading glShadeModel(GL_SMOOTH); // clear background as black glClearColor(0.0f,0.0f,0.0f,0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); // want the best perspective correction to be done glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Select The Type Of Blending }
/* general OpenGL initialization function */ int initGL( GLvoid ) { /* Enable smooth shading */ glShadeModel( GL_SMOOTH ); /* Set the background black */ glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); /* Depth buffer setup */ glClearDepth( 1.0f ); #if 0 /* Enables Depth Testing */ glEnable( GL_DEPTH_TEST ); /* The Type Of Depth Test To Do */ glDepthFunc( GL_LEQUAL ); #endif glLineWidth(.5); /* Really Nice Perspective Calculations */ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); buildFont( ); return( TRUE ); }
bool MainWindow::qt_invoke( int _id, QUObject* _o ) { switch ( _id - staticMetaObject()->slotOffset() ) { case 0: buildPalette(); break; case 1: buildFont(); break; case 2: tunePalette(); break; case 3: paletteSelected((int)static_QUType_int.get(_o+1)); break; case 4: styleSelected((const QString&)static_QUType_QString.get(_o+1)); break; case 5: familySelected((const QString&)static_QUType_QString.get(_o+1)); break; case 6: substituteSelected((const QString&)static_QUType_QString.get(_o+1)); break; case 7: removeSubstitute(); break; case 8: addSubstitute(); break; case 9: downSubstitute(); break; case 10: upSubstitute(); break; case 11: removeLibpath(); break; case 12: addLibpath(); break; case 13: downLibpath(); break; case 14: upLibpath(); break; case 15: browseLibpath(); break; case 16: removeFontpath(); break; case 17: addFontpath(); break; case 18: downFontpath(); break; case 19: upFontpath(); break; case 20: browseFontpath(); break; case 21: fileSave(); break; case 22: fileExit(); break; case 23: somethingModified(); break; case 24: helpAbout(); break; case 25: helpAboutQt(); break; case 26: pageChanged((QWidget*)static_QUType_ptr.get(_o+1)); break; default: return MainWindowBase::qt_invoke( _id, _o ); } return TRUE; }
void MainWindow::familySelected(const QString &family) { QFontDatabase db; QStringList styles = db.styles(family); ui->fontStyleCombo->clear(); ui->fontStyleCombo->addItems(styles); ui->familySubstitutionCombo->addItem(family); buildFont(); }
void MainWindow::familySelected(const QString &family) { QFontDatabase db; QStringList styles = db.styles(family); stylecombo->clear(); stylecombo->insertStringList(styles); familysubcombo->insertItem(family); buildFont(); }
void MyGLWidget::initializeGL() { loadGLTexture(); buildFont(); // Build The Font glClearColor (0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0); // 设置深度缓存 glDepthFunc(GL_LEQUAL); // 所作深度测试的类型 glBlendFunc(GL_SRC_ALPHA,GL_ONE); // 设置混合因子 glShadeModel (GL_SMOOTH); // Select Smooth Shading glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most Accurate }
bool Font::initialize(const char *filename){ font = loadTexture(filename); if(font == 0) { logError("Could't Load Font"); return false; } buildFont(); if(list == 0){ logError("Could't load the display list for the font %s %s",filename,SDL_GetError()); return false; } return true; }
void Sample_17::initGL() { glPushAttrib(GL_ALL_ATTRIB_BITS); // set here server attributes (states) /* Enable smooth shading */ glShadeModel( GL_SMOOTH ); /* Set the background black */ glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); /* Depth buffer setup */ glClearDepth( 1.0f ); /* The Type Of Depth Test To Do */ glDepthFunc( GL_LEQUAL ); /* Select The Type Of Blending */ glBlendFunc( GL_SRC_ALPHA, GL_ONE ); /* Enable 2D Texture Mapping */ glEnable( GL_TEXTURE_2D ); glPushClientAttrib(GL_ALL_CLIENT_ATTRIB_BITS); // set here client attributes (states) // Build All The Textures glBindTexture(GL_TEXTURE_2D, m_texture[TEX_1]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, m_imageFont.sizeY(), m_imageFont.sizeY(), 0, GL_RGB, GL_UNSIGNED_BYTE, m_imageFont.data() ); glBindTexture(GL_TEXTURE_2D, m_texture[TEX_2]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, m_imagePict.sizeY(), m_imagePict.sizeY(), 0, GL_RGB, GL_UNSIGNED_BYTE, m_imagePict.data() ); buildFont(); }
static void setup_opengl( int width, int height ) { float ratio = (float) width / (float) height; glShadeModel( GL_SMOOTH ); glCullFace( GL_BACK ); glFrontFace( GL_CCW ); glEnable( GL_CULL_FACE ); glEnable( GL_DEPTH_TEST ); glClearColor( 0, 0, 0, 0 ); glViewport( 0, 0, width, height ); glMatrixMode( GL_PROJECTION ); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); glEnable(GL_LIGHT1); glLoadIdentity( ); // TODO Replace this with a call to glFrustum. gluPerspective( 60.0, ratio, 1.0, 1024.0 ); buildFont(); return; }
int initGL(void) { int i; for (i = 0; i < SDLK_LAST; i++) keys[i] = FALSE; // if (!LoadTextures()) // return FALSE; glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(0.1f, 0.17f, 0.12f, 0.0f); //glClearDepth(1.0f); //glEnable(GL_DEPTH_TEST); //glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); // glColor4f(1.0f, 1.0f, 1.0f, 0.3f); /* GLfloat LightAmbient[] = {0.5f, 0.5f, 0.5f, 1.0f}; // Значения фонового света GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; // Значения диффузного света GLfloat LightPosition[] = {0.0f, 0.0f, 2.0f, 1.0f}; // Позиция света glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Установка Фонового Света glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Установка Диффузного Света glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); // Позиция света glEnable(GL_LIGHT1); // Разрешение источника света номер один glEnable(GL_LIGHTING); // Разрешить освещение */ buildFont(); return ( TRUE); }
OnEvent(SpriteFont, evt_build) { buildFont(); }
void init() { buildFont(); resetObjects(); // Set Player / Enemy Starting Positions timerInit(); }