本文整理汇总了C++中qglCullFace函数的典型用法代码示例。如果您正苦于以下问题:C++ qglCullFace函数的具体用法?C++ qglCullFace怎么用?C++ qglCullFace使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了qglCullFace函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GL_Cull
/*
** GL_Cull
*/
void GL_Cull( int cullType ) {
if ( glState.faceCulling == cullType ) {
return;
}
glState.faceCulling = cullType;
if ( cullType == CT_TWO_SIDED ) {
qglDisable( GL_CULL_FACE );
} else
{
qglEnable( GL_CULL_FACE );
if ( cullType == CT_BACK_SIDED ) {
if ( backEnd.viewParms.isMirror ) {
qglCullFace( GL_FRONT );
} else
{
qglCullFace( GL_BACK );
}
} else
{
if ( backEnd.viewParms.isMirror ) {
qglCullFace( GL_BACK );
} else
{
qglCullFace( GL_FRONT );
}
}
}
}
示例2: Terrain_DrawCam
void Terrain_DrawCam( terrainMesh_t *pm ) {
qglColor3f( 1,1,1 );
qglPushAttrib( GL_ALL_ATTRIB_BITS );
if ( g_bPatchWireFrame ) {
if( pm->bSelected ) {
qglLineWidth( 2 );
} else {
qglLineWidth( 1 );
}
qglDisable( GL_CULL_FACE );
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
qglDisable( GL_TEXTURE_2D );
if ( g_PrefsDlg.m_bGLLighting ) {
qglDisable( GL_LIGHTING );
}
DrawTerrain( pm, pm->bSelected, true );
if ( g_PrefsDlg.m_bGLLighting ) {
qglEnable( GL_LIGHTING );
}
qglEnable( GL_CULL_FACE );
qglLineWidth( 1 );
} else {
qglEnable( GL_CULL_FACE );
qglCullFace( GL_FRONT );
// draw the textured polys
DrawTerrain( pm, pm->bSelected, true );
// if selected, draw the red tint on the polys
if( pm->bSelected ) { // && ( g_qeglobals.d_savedinfo.include & INCLUDE_CAMERATINT ) ) {
qglColor4f( 1.0, 0.0, 0.0, 0.3 );
qglEnable( GL_BLEND );
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
DrawTerrain( pm, pm->bSelected );
qglColor3f( 1, 1, 1 );
}
// draw the backside poly outlines
qglCullFace( GL_BACK );
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
qglDisable( GL_BLEND );
DrawTerrain( pm, pm->bSelected, true );
}
qglPopAttrib();
}
示例3: GL_Cull
/*
** GL_Cull
*/
void
GL_Cull(int cullType)
{
#ifdef REACTION
/* Makro - flip culling if needed */
qbool flip =
(backEnd.currentEntity != NULL && backEnd.currentEntity->mirrored != qfalse && cullType !=
CT_TWO_SIDED);
cullType ^= flip; /* this assumes CT_BACK_SIDED and CT_FRONT_SIDED are 0 or 1 */
#endif
if(glState.faceCulling == cullType){
return;
}
glState.faceCulling = cullType;
if(cullType == CT_TWO_SIDED){
qglDisable(GL_CULL_FACE);
}else{
qbool cullFront;
qglEnable(GL_CULL_FACE);
cullFront = (cullType == CT_FRONT_SIDED);
if(backEnd.viewParms.isMirror && !backEnd.viewParms.isShadowmap){
cullFront = !cullFront;
}
qglCullFace(cullFront ? GL_FRONT : GL_BACK);
}
}
示例4: R_SetDefaultState
void
R_SetDefaultState(void)
{
qglClearColor(1, 0, 0.5, 0.5);
qglCullFace(GL_FRONT);
qglEnable(GL_TEXTURE_2D);
qglEnable(GL_ALPHA_TEST);
qglAlphaFunc(GL_GREATER, 0.666);
qglDisable(GL_DEPTH_TEST);
qglDisable(GL_CULL_FACE);
qglDisable(GL_BLEND);
qglColor4f(1, 1, 1, 1);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
qglShadeModel(GL_FLAT);
R_TextureMode(gl_texturemode->string);
R_TextureAlphaMode(gl_texturealphamode->string);
R_TextureSolidMode(gl_texturesolidmode->string);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
R_TexEnv(GL_REPLACE);
if (qglPointParameterfEXT)
{
float attenuations[3];
attenuations[0] = gl_particle_att_a->value;
attenuations[1] = gl_particle_att_b->value;
attenuations[2] = gl_particle_att_c->value;
/* GL_POINT_SMOOTH is not implemented by some OpenGL
drivers, especially the crappy Mesa3D backends like
i915.so. That the points are squares and not circles
is not a problem by Quake II! */
qglEnable(GL_POINT_SMOOTH);
qglPointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
gl_particle_min_size->value);
qglPointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
gl_particle_max_size->value);
qglPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, attenuations);
}
if (qglColorTableEXT && gl_ext_palettedtexture->value)
{
qglEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
R_SetTexturePalette(d_8to24table);
}
}
示例5: RB_SetDefaultGLState
/*
======================
RB_SetDefaultGLState
This should initialize all GL state that any part of the entire program
may touch, including the editor.
======================
*/
void RB_SetDefaultGLState( void ) {
int i;
RB_LogComment( "--- R_SetDefaultGLState ---\n" );
qglClearDepth( 1.0f );
qglColor4f (1,1,1,1);
// the vertex array is always enabled
qglEnableClientState( GL_VERTEX_ARRAY );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
//
// make sure our GL state vector is set correctly
//
memset( &backEnd.glState, 0, sizeof( backEnd.glState ) );
backEnd.glState.forceGlState = true;
qglColorMask( 1, 1, 1, 1 );
qglEnable( GL_DEPTH_TEST );
qglEnable( GL_BLEND );
qglEnable( GL_SCISSOR_TEST );
qglEnable( GL_CULL_FACE );
qglDisable( GL_LIGHTING );
qglDisable( GL_LINE_STIPPLE );
qglDisable( GL_STENCIL_TEST );
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDepthFunc( GL_ALWAYS );
qglCullFace( GL_FRONT_AND_BACK );
qglShadeModel( GL_SMOOTH );
if ( r_useScissor.GetBool() ) {
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
for ( i = glConfig.maxTextureUnits - 1 ; i >= 0 ; i-- ) {
GL_SelectTexture( i );
// object linear texgen is our default
qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
qglTexGenf( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
if ( glConfig.texture3DAvailable ) {
qglDisable( GL_TEXTURE_3D );
}
if ( glConfig.cubeMapAvailable ) {
qglDisable( GL_TEXTURE_CUBE_MAP_EXT );
}
}
}
示例6: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
qglClearDepth( 1.0f );
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,1);
// initialize downstream texture unit if we're running
// in a multitexture environment
if ( qglActiveTextureARB ) {
GL_SelectTexture( 1 );
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
qglEnable(GL_TEXTURE_2D);
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
//qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
//
// make sure our GL state vector is set correctly
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
glState.storedGlState = 0;
glState.faceCulling = CT_TWO_SIDED;
glState.faceCullFront = qtrue;
glState.currentProgram = 0;
qglUseProgramObjectARB(0);
if (glRefConfig.vertexArrayObject)
qglBindVertexArrayARB(0);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glState.currentVao = NULL;
glState.vertexAttribsEnabled = 0;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDisable( GL_DEPTH_TEST );
qglEnable( GL_SCISSOR_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
if (glRefConfig.seamlessCubeMap)
qglEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
// GL_POLYGON_OFFSET_FILL will be glEnable()d when this is used
qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky
}
示例7: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
qglClearDepth( 1.0f );
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,1);
// initialize downstream texture unit if we're running
// in a multitexture environment
if ( qglActiveTextureARB ) {
GL_SelectTexture( 1 );
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
qglEnable(GL_TEXTURE_2D);
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
// the vertex array is always enabled, but the color and texture
// arrays are enabled and disabled around the compiled vertex array call
qglEnableClientState (GL_VERTEX_ARRAY);
//
// make sure our GL state vector is set correctly
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDisable( GL_DEPTH_TEST );
qglEnable( GL_SCISSOR_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
qglClearDepth( 1.0 );
qglDrawBuffer( GL_FRONT );
#ifdef IOS
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#else
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#endif
qglDrawBuffer( GL_BACK );
#ifdef IOS
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#else
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
#endif
}
示例8: GL_CullFace
/*
==================
GL_CullFace
==================
*/
void GL_CullFace (uint mode){
if (glState.cullMode == mode)
return;
glState.cullMode = mode;
qglCullFace(mode);
}
示例9: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
qglClearDepth( 1.0f );
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,1);
// initialize downstream texture unit if we're running
// in a multitexture environment
if ( qglActiveTextureARB ) {
GL_SelectTexture( 1 );
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
qglEnable(GL_TEXTURE_2D);
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
//qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
//
// make sure our GL state vector is set correctly
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
glState.vertexAttribsState = 0;
glState.vertexAttribPointersSet = 0;
glState.currentProgram = 0;
qglUseProgramObjectARB(0);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glState.currentVBO = NULL;
glState.currentIBO = NULL;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDisable( GL_DEPTH_TEST );
qglEnable( GL_SCISSOR_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
qglClearDepth( 1.0 );
qglDrawBuffer( GL_FRONT );
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
qglDrawBuffer( GL_BACK );
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
}
示例10: RB_OutlinesPass
/*
===================
RB_OutlinesPass
Draws outlines on surfaces with shader.hasOutlines set
===================
*/
static void RB_OutlinesPass( void ) {
int outlines;
float outlinesAlpha;
outlines = r_outlines->value;
outlinesAlpha = r_outlinesAlpha->value;
if ( !tess.shader->hasOutlines )
return;
if ( !r_outlines->integer )
return;
GL_Bind( tr.whiteImage );
qglColor4f( 0, 0, 0, outlinesAlpha );
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
qglPolygonMode( GL_BACK, GL_LINE );
qglLineWidth( outlines + 1 );
qglCullFace( GL_BACK );
qglDisableClientState( GL_COLOR_ARRAY );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglVertexPointer (3, GL_FLOAT, 16, tess.xyz); // padded for SIMD
if (qglLockArraysEXT) {
qglLockArraysEXT(0, tess.numVertexes);
GLimp_LogComment( "glLockArraysEXT\n" );
}
R_DrawElements( tess.numIndexes, tess.indexes );
if (qglUnlockArraysEXT) {
qglUnlockArraysEXT();
GLimp_LogComment( "glUnlockArraysEXT\n" );
}
// FIX: Must reset these manually or renderer will b0rk!
qglCullFace( GL_FRONT );
qglLineWidth( 1 );
}
示例11: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
//qglClearColor (1,0, 0.5 , 0.5); // NeVo - fucking ugly color!
qglClearColor (0,0,0,1); // NeVo - clear to black
qglCullFace(GL_FRONT);
qglEnable(GL_TEXTURE_2D);
qglEnable(GL_ALPHA_TEST);
qglAlphaFunc(GL_GREATER, 0.666);
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_CULL_FACE);
qglDisable (GL_BLEND);
qglColor4f (1,1,1,1);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglShadeModel (GL_FLAT);
GL_TextureMode( gl_texturemode->string );
GL_TextureAlphaMode( gl_texturealphamode->string );
GL_TextureSolidMode( gl_texturesolidmode->string );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_TexEnv( GL_REPLACE );
if ( qglPointParameterfEXT )
{
float attenuations[3];
attenuations[0] = gl_particle_att_a->value;
attenuations[1] = gl_particle_att_b->value;
attenuations[2] = gl_particle_att_c->value;
qglEnable( GL_POINT_SMOOTH );
qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value );
qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value );
qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations );
}
if ( qglColorTableEXT && gl_ext_palettedtexture->value )
{
qglEnable( GL_SHARED_TEXTURE_PALETTE_EXT );
GL_SetTexturePalette( d_8to24table );
}
GL_UpdateSwapInterval();
}
示例12: GL_Cull
/*
** GL_Cull
*/
void GL_Cull( int cullType ) {
if ( glState.faceCulling == cullType ) {
return;
}
glState.faceCulling = cullType;
if (backEnd.projection2D){ //don't care, we're in 2d when it's always disabled
return;
}
if ( cullType == CT_TWO_SIDED )
{
qglDisable( GL_CULL_FACE );
}
else
{
qglEnable( GL_CULL_FACE );
if ( cullType == CT_BACK_SIDED )
{
if ( backEnd.viewParms.isMirror )
{
qglCullFace( GL_FRONT );
}
else
{
qglCullFace( GL_BACK );
}
}
else
{
if ( backEnd.viewParms.isMirror )
{
qglCullFace( GL_BACK );
}
else
{
qglCullFace( GL_FRONT );
}
}
}
}
示例13: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
qglClearDepth( 1.0f );
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,1);
// initialize downstream texture unit if we're running
// in a multitexture environment
if ( qglActiveTextureARB ) {
GL_SelectTexture( 1 );
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
qglEnable(GL_TEXTURE_2D);
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
// the vertex array is always enabled, but the color and texture
// arrays are enabled and disabled around the compiled vertex array call
qglEnableClientState (GL_VERTEX_ARRAY);
//
// make sure our GL state vector is set correctly
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDisable( GL_DEPTH_TEST );
qglEnable( GL_SCISSOR_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
#ifdef _NPATCH
// If n-patches are supported, make sure they are disabled for now
// Set the initial tesselation level and the interpolation modes
if ( qglPNTrianglesiATI )
{
qglDisable( GL_PN_TRIANGLES_ATI );
qglPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI );
qglPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI );
qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, 3 );
}
#endif // _NPATCH
}
示例14: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
qglClearDepth( 1.0f );
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,1);
GL_BindNullTextures();
if (glRefConfig.framebufferObject)
GL_BindNullFramebuffers();
qglEnable(GL_TEXTURE_2D);
GL_TextureMode( r_textureMode->string );
//qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
//
// make sure our GL state vector is set correctly
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
glState.storedGlState = 0;
glState.faceCulling = CT_TWO_SIDED;
glState.faceCullFront = qtrue;
GL_BindNullProgram();
if (glRefConfig.vertexArrayObject)
qglBindVertexArray(0);
qglBindBuffer(GL_ARRAY_BUFFER, 0);
qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glState.currentVao = NULL;
glState.vertexAttribsEnabled = 0;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );
qglDisable( GL_DEPTH_TEST );
qglEnable( GL_SCISSOR_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
if (glRefConfig.seamlessCubeMap)
qglEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
// GL_POLYGON_OFFSET_FILL will be glEnable()d when this is used
qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky
}
示例15: GL_SetDefaultState
/*
** GL_SetDefaultState
*/
void
GL_SetDefaultState(void)
{
qglClearDepth(1.0f);
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,1);
/* initialize downstream texture unit if we're running
* in a multitexture environment */
if(qglActiveTextureARB){
GL_SelectTexture(1);
GL_TextureMode(r_textureMode->string);
GL_TexEnv(GL_MODULATE);
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(0);
}
qglEnable(GL_TEXTURE_2D);
GL_TextureMode(r_textureMode->string);
GL_TexEnv(GL_MODULATE);
qglShadeModel(GL_SMOOTH);
qglDepthFunc(GL_LEQUAL);
/* the vertex array is always enabled, but the color and texture
* arrays are enabled and disabled around the compiled vertex array call */
qglEnableClientState (GL_VERTEX_ARRAY);
/*
* make sure our GL state vector is set correctly
* */
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
glState.vertexAttribsState = 0;
glState.vertexAttribPointersSet = 0;
glState.currentProgram = 0;
qglUseProgramObjectARB(0);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glState.currentVBO = NULL;
glState.currentIBO = NULL;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask(GL_TRUE);
qglDisable(GL_DEPTH_TEST);
qglEnable(GL_SCISSOR_TEST);
qglDisable(GL_CULL_FACE);
qglDisable(GL_BLEND);
}