/**************** * * fonction d'affichage du systeme * ****************/ void display() { /* glClearColor (0.0, 0.0, 0.0, 0.0); */ glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* si le type de tracé est ligne on desactive l'éclairage */ if(mode==GL_LINE_STRIP) glDisable(GL_LIGHTING); /* sinon on réactive l'eclairage */ else glEnable(GL_LIGHTING); glLoadIdentity(); /* repere camera */ tbVisuTransform(); /* origine et orientation de la scene */ /* echelle */ glScalef(zoom*eX,zoom*eY,zoom*eZ); /* centrage de la scene */ /* prise en compte de la boite englobante */ glTranslatef( -(xmin+xmax)/2.0, -(ymin+ymax)/2.0, -(zmin+zmax)/2.0); /* dessin des triangles du MarchingCube */ drawMarchingTetrahedra(); /* envoi des commandes GL */ glFlush(); glutSwapBuffers(); }
void redraw(void) { int start, end; if (reportSpeed) { start = glutGet(GLUT_ELAPSED_TIME); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); /* repere camera */ tbVisuTransform(); /* origine et orientation de la scene */ glScalef(zoom,zoom,zoom); glTranslatef( -sx/2., -sy/2., -sz*hz/2.); drawSlices(); drawSlicesBoundary(); drawIsoCurveZ(); drawIsoCurveX(); drawIsoCurveY(); if (reportSpeed) { glFinish(); end = glutGet(GLUT_ELAPSED_TIME); printf("Speed %.3g frames/sec (%d ms)\n", 1000.0/(end-start), end-start); } glutSwapBuffers(); }
/** * This is the display callback function. * It is called when GLUT determines that the normal plane for the window needs to be redisplayed. * The entire normal plane region should be redisplayed in response to the callback. */ void displayInternal(void) { // Effacer tout glClearColor (0.0, 0.0, 0.0, 0.0); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // la couleur et le z glLoadIdentity(); // repere camera tbVisuTransform(); // origine et orientation de la scene display( ); glutSwapBuffers(); glutPostRedisplay(); }
//what to do before drawing an image void display(void) { glPushAttrib(GL_ALL_ATTRIB_BITS);//store GL state // Effacer tout glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear image glLoadIdentity(); tbVisuTransform(); // init trackball drawFrame( ); //actually draw glutSwapBuffers();//glut internal switch glPopAttrib();//return to old GL state }
// Actions d'affichage // Ne pas changer void display(void) { glPushAttrib(GL_ALL_ATTRIB_BITS); // Effacer tout glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // la couleur et le z glLoadIdentity(); // repere camera tbVisuTransform(); // origine et orientation de la scene dessiner( ); glutSwapBuffers(); glPopAttrib(); }