// display the final image on the screen void GPUVolRTV0::render_buffer_to_screen(DrawEnv *pEnv) { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glLoadIdentity(); glEnable(GL_TEXTURE_2D); if(toggle_visuals) glBindTexture(GL_TEXTURE_2D,final_image); else glBindTexture(GL_TEXTURE_2D,backface_buffer); // reshape_ortho(WINDOW_SIZE,WINDOW_SIZE); reshape_ortho(pEnv->getPixelWidth(), pEnv->getPixelHeight()); draw_fullscreen_quad(); glDisable(GL_TEXTURE_2D); }
void cgtk::render_buffer_to_screen() { //glEnable(GL_BLEND); ////glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //glMatrixMode(GL_MODELVIEW); //glPushMatrix(); //glLoadIdentity(); //glEnable(GL_TEXTURE_RECTANGLE_ARB); //if(toggle_visuals) // glBindTexture(GL_TEXTURE_RECTANGLE_ARB,final_image); //else // glBindTexture(GL_TEXTURE_RECTANGLE_ARB,backface_buffer); //reshape_ortho(WINDOW_SIZE,WINDOW_SIZE); //draw_fullscreen_quad(); //glDisable(GL_TEXTURE_RECTANGLE_ARB); //glMatrixMode(GL_MODELVIEW); //glPopMatrix(); glEnable(GL_BLEND); //glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //glMatrixMode(GL_MODELVIEW); //glPushMatrix(); glLoadIdentity(); glEnable(GL_TEXTURE_RECTANGLE_ARB); if(toggle_visuals) glBindTexture(GL_TEXTURE_RECTANGLE_ARB,final_image); else glBindTexture(GL_TEXTURE_RECTANGLE_ARB,backface_buffer); reshape_ortho(WINDOW_SIZE_W,WINDOW_SIZE_H); draw_fullscreen_quad(); glDisable(GL_TEXTURE_RECTANGLE_ARB); //glMatrixMode(GL_PROJECTION); //glLoadIdentity(); //glPopMatrix(); }