Changeset 823
- Timestamp:
- Aug 13, 2011, 10:05:48 PM (12 years ago)
- File:
-
- 1 edited
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- Added
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trunk/src/debug/quad.cpp
r822 r823 127 127 /* Prepare our quad coordinates */ 128 128 vec2i const layout(4, 3); 129 data->step = vec2(2.0f, -2.0f) / ( 3* layout + vec2i(1));129 data->step = vec2(2.0f, -2.0f) / (4 * layout + vec2i(1)); 130 130 data->orig = vec2(-1.0f, 1.0f) + data->step; 131 131 data->aa = data->orig; 132 data->bb = data->orig + 2.0f * data->step;132 data->bb = data->orig + 3.0f * data->step; 133 133 134 134 /* Generate a few random numbers */ … … 200 200 * Test #3: glBegin + texture 201 201 * 202 * Renders an animated black-and-white distorted checkerboard. 202 * Renders a multicoloured square with varying colors multiplied with an 203 * animated distorted checkerboard. 203 204 */ 204 205 glEnable(GL_TEXTURE_2D); … … 206 207 glColor3f(1.0f, 1.0f, 1.0f); 207 208 glBegin(GL_TRIANGLES); 209 glColor3f(f1, f2, f3); 208 210 glTexCoord2f(f1, f3); 209 211 glVertex3f(data->aa.x, data->bb.y, 0.0f); 212 glColor3f(f4, f2, f1); 210 213 glTexCoord2f(f3, f2); 211 214 glVertex3f(data->bb.x, data->bb.y, 0.0f); 215 glColor3f(f3, f1, f4); 212 216 glTexCoord2f(f2, f4); 213 217 glVertex3f(data->bb.x, data->aa.y, 0.0f); … … 215 219 glTexCoord2f(f2, f4); 216 220 glVertex3f(data->bb.x, data->aa.y, 0.0f); 221 glColor3f(f4, f3, f2); 217 222 glTexCoord2f(f4, f1); 218 223 glVertex3f(data->aa.x, data->aa.y, 0.0f); 224 glColor3f(f1, f2, f3); 219 225 glTexCoord2f(f1, f3); 220 226 glVertex3f(data->aa.x, data->bb.y, 0.0f); … … 636 642 GL_DYNAMIC_DRAW); 637 643 glVertexAttribPointer(attr[1], 3, GL_FLOAT, GL_FALSE, 0, 0); 638 glEnableVertexAttribArray(attr[ 2]);644 glEnableVertexAttribArray(attr[1]); 639 645 640 646 glBindBuffer(GL_ARRAY_BUFFER, *buffer++); … … 694 700 void DebugQuad::Advance() 695 701 { 696 data->aa.x += 3.0f * data->step.x;697 data->bb.x += 3.0f * data->step.x;702 data->aa.x += 4.0f * data->step.x; 703 data->bb.x += 4.0f * data->step.x; 698 704 if (data->bb.x > 1.0f) 699 705 { 700 706 data->aa.x = data->orig.x; 701 data->bb.x = data->orig.x + 2.0f * data->step.x;702 data->aa.y += 3.0f * data->step.y;703 data->bb.y += 3.0f * data->step.y;707 data->bb.x = data->orig.x + 3.0f * data->step.x; 708 data->aa.y += 4.0f * data->step.y; 709 data->bb.y += 4.0f * data->step.y; 704 710 } 705 711 }
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