void CamaraLucida::render_proj_CS() { glPushMatrix(); glMultMatrixf(proj_RT); render_axis(0.1); glPopMatrix(); }
void CamaraLucida::render_rgb_CS() { glPushMatrix(); glMultMatrixf(rgb_RT); render_axis(0.05); glPopMatrix(); }
void render( void ) { //clear gl buffers glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //reset modelview glLoadIdentity( ); //view from camera cam.view( ); //render a reference frame render_axis( 100000 ); #if ENABLE_FBB //update entity positions for( unsigned int i = 0; i < num_birds; ++i ) { //(*p_birds)[ i ]->get_position( entities[ i ].position ); //(*p_birds)[ i ]->get_quaternion( entities[ i ].orientation ); (*p_birds)[ i ]->get_matrix( entities[ i ].matrix ); entities[ i ].buttons = (*p_birds)[ i ]->get_buttons( ); } #endif //render entities for( unsigned int i = 0; i < num_birds; ++i ) { entities[ i ].render( ); } //done glutSwapBuffers( ); }
void Renderer::render_rgb_CS() { glPushMatrix(); glMultMatrixf(rgb->gl_modelview_matrix()); render_axis(0.05); glPopMatrix(); }
void Renderer::render_proj_CS() { glPushMatrix(); glMultMatrixf(proj->gl_modelview_matrix()); render_axis(0.1); glPopMatrix(); }
void Renderer::render_depth_CS() { glPushMatrix(); glMultMatrixf(depth->gl_modelview_matrix()); render_axis(0.1); glPopMatrix(); }
void TraceHistoryRenderer::RenderVario(Canvas& canvas, const PixelRect rc, const TraceVariableHistory& var, const bool centered, const fixed mc) const { ChartRenderer chart(chart_look, canvas, rc); scale_chart(chart, var, centered); chart.ScaleYFromValue(mc); // render_line(chart, var); if (positive(mc)) { canvas.SetBackgroundTransparent(); chart.DrawLine(fixed_zero, mc, fixed(var.capacity()-1), mc, ChartLook::STYLE_DASHGREEN); } render_filled_posneg(chart, var); render_axis(chart, var); }
void entity::render( void ) { //save modelview glPushMatrix( ); //translate and rotate to bird position matrix.transpose( ); glMultMatrixf( matrix ); //render the mesh render_axis( 10 ); //render buttons render_buttons( (buttons == fob::BUTTON_LEFT), (buttons == fob::BUTTON_MIDDLE), (buttons == fob::BUTTON_RIGHT), 10 ); //back to the old matrix glPopMatrix( ); }
void CamaraLucida::render_world_CS() { render_axis(0.1); }
void obj::scene::render(bool select_mode) { /* if (will_render_hud) render_hud(); */ if (will_render_axis && !select_mode) render_axis(); mesh->render(select_mode); }
void Renderer::render_world_CS() { render_axis(0.1); }