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Function draw_screen

test/browser/perspective.c:90–252  ·  view source on GitHub ↗

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88}
89
90static void draw_screen( void )
91{
92 /* Our angle of rotation. */
93 static float angle = 0.0f;
94
95 /*
96 * EXERCISE:
97 * Replace this awful mess with vertex
98 * arrays and a call to glDrawElements.
99 *
100 * EXERCISE:
101 * After completing the above, change
102 * it to use compiled vertex arrays.
103 *
104 * EXERCISE:
105 * Verify my windings are correct here ;).
106 */
107 static GLfloat v0[] = { -1.0f, -1.0f, 1.0f };
108 static GLfloat v1[] = { 1.0f, -1.0f, 1.0f };
109 static GLfloat v2[] = { 1.0f, 1.0f, 1.0f };
110 static GLfloat v3[] = { -1.0f, 1.0f, 1.0f };
111 static GLfloat v4[] = { -1.0f, -1.0f, -1.0f };
112 static GLfloat v5[] = { 1.0f, -1.0f, -1.0f };
113 static GLfloat v6[] = { 1.0f, 1.0f, -1.0f };
114 static GLfloat v7[] = { -1.0f, 1.0f, -1.0f };
115 static GLubyte red[] = { 255, 0, 0, 255 };
116 static GLubyte green[] = { 0, 255, 0, 255 };
117 static GLubyte blue[] = { 0, 0, 255, 255 };
118 static GLubyte white[] = { 255, 255, 255, 255 };
119 static GLubyte yellow[] = { 0, 255, 255, 255 };
120 static GLubyte black[] = { 0, 0, 0, 255 };
121 static GLubyte orange[] = { 255, 255, 0, 255 };
122 static GLubyte purple[] = { 255, 0, 255, 0 };
123
124 /* Clear the color and depth buffers. */
125 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
126
127 /* We don't want to modify the projection matrix. */
128 glMatrixMode( GL_MODELVIEW );
129 glLoadIdentity( );
130
131 /* Move down the z-axis. */
132 glTranslatef( 0.0, 0.0, -5.0 );
133
134 /* Rotate. */
135 glRotatef( angle, 0.0, 1.0, 0.0 );
136
137 if( should_rotate ) {
138
139 if( ++angle > 360.0f ) {
140 angle = 0.0f;
141 }
142
143 }
144
145 /* Send our triangle data to the pipeline. */
146 glBegin( GL_TRIANGLES );
147

Callers 1

one_iterFunction · 0.85

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Tested by

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