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C++ Mtx44::SetToOrtho方法代码示例

本文整理汇总了C++中Mtx44::SetToOrtho方法的典型用法代码示例。如果您正苦于以下问题:C++ Mtx44::SetToOrtho方法的具体用法?C++ Mtx44::SetToOrtho怎么用?C++ Mtx44::SetToOrtho使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Mtx44的用法示例。


在下文中一共展示了Mtx44::SetToOrtho方法的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:

void Text2D::PrintText(const char* text, Color color, float size, float x, float y)
{
	if(!m_mesh || m_mesh->textureID <= 0)
	{
		std::cout << "No text loaded\n";
		return;
	}
	if(!text)
	{
		std::cout << "No text\n";
	}
	glUseProgram(m_shaderID);
	glUniform3fv(m_uniformTextColor, 1, &color.r);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, m_mesh->textureID);
	glUniform1i(m_uniformTexture, 0);
	glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	ortho.SetToOrtho(0, 40, 0, 30, -10, 10);
	for(unsigned i = 0; i < strlen(text); ++i)
	{
		Mtx44 translate;
		translate.SetToTranslation(i * 0.5f, 0, i * 0.001f);
		Mtx44 MVP = ortho * translate;
		glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	
		mesh->Render((unsigned)text[i] * 6, 6);
	}
	glEnable(GL_DEPTH_TEST);
	glBindTexture(GL_TEXTURE_2D, 0);
	glUniform1i(m_parameters[U_TEXT_ENABLED], 0);
}
开发者ID:155129R,项目名称:GDTYEAR2,代码行数:32,代码来源:TextManager.cpp

示例2: QuestDetail

void SceneGalaxy::QuestDetail()
{
    if (QuestDetailShown == false)
    {
        Mtx44 ortho;
        glDisable(GL_DEPTH_TEST);
        ortho.SetToOrtho(0, 80, 0, 60, -10, 10); //size of screen UI
        projectionStack.PushMatrix();
        projectionStack.LoadMatrix(ortho);
        viewStack.PushMatrix();
        viewStack.LoadIdentity(); //No need camera for ortho mode
        modelStack.PushMatrix();
        modelStack.LoadIdentity(); //Reset modelStack
        modelStack.Translate(37.5, 27.5, -2);
        modelStack.Scale(30, 50, 10);
        modelStack.Rotate(90, 1, 0, 0);
        renderMesh(meshList[GEO_BLACKSCREEN], false);
        projectionStack.PopMatrix();
        viewStack.PopMatrix();
        modelStack.PopMatrix();
        glEnable(GL_DEPTH_TEST);

        if (Application::IsKeyPressed('E'))
        {
            QuestDetailShown = true;
        }
    }
}
开发者ID:Li-Zhaoyuan,项目名称:StudioProject2,代码行数:28,代码来源:SceneGalaxy.cpp

示例3: Render

void UI::Render(const unsigned& screenX, const unsigned& screenY)
{
	Mtx44 projection;
	const unsigned depth = 100;
	projection.SetToOrtho(0, screenX, 0, screenY, -depth, depth);
	displaysFactory.Render(projection);
}
开发者ID:uncannycannary,项目名称:Project3D,代码行数:7,代码来源:UI.cpp

示例4:

void PLANET5::RenderHandOnScreen()
{
	glDisable(GL_DEPTH_TEST);

	//Add these code just after glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	ortho.SetToOrtho(0, 80, 0, 60, -20, 20); //size of screen UI
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity(); //No need camera for ortho mode
	modelStack.PushMatrix();
	modelStack.LoadIdentity(); //Reset modelStack
	modelStack.Translate(55 + MS_rotate / 2, -10 - MS_rotate / 6, 15);
	modelStack.Rotate(155, 1, 0, 0);
	modelStack.Rotate(-127, 0, 1, 0);
	modelStack.Rotate(23, 0, 0, 1);
	modelStack.Scale(6, 12, 8);
	RenderMesh(meshList[ARM2], false);

	//Add these code just before glEnable(GL_DEPTH_TEST);
	projectionStack.PopMatrix();
	viewStack.PopMatrix();
	modelStack.PopMatrix();

	glEnable(GL_DEPTH_TEST);
}
开发者ID:hermitlt3,项目名称:SP2Folder,代码行数:27,代码来源:Planet5.cpp

示例5: glClear

void Scene2::Render()
{
    // clear color every frame
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    Mtx44 translate, rotate, scale;
    Mtx44 model;
    Mtx44 view;
    Mtx44 projection;
    Mtx44 MVP;

    translate.SetToIdentity();
    rotate.SetToIdentity();
    scale.SetToIdentity();
    model.SetToIdentity();
    view.SetToIdentity();//camera set at world origin

    projection.SetToOrtho(-40, +40, -30, +30, -10, +10); //define the world in a cube by these boundaries

    glEnableVertexAttribArray(0); //1st attri buffer: vertices
    glEnableVertexAttribArray(1);

    scale.SetToScale(10, 10, 10);
    rotate.SetToRotation(45, 0, 0, 1);
    translate.SetToTranslation(5, 5, 0);
    model = translate * rotate *scale; //scale, fcollowed by rotate then translate
    MVP = projection * view * model;
    glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]); //update new shader w MVP
    glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[GEO_TRIANGLE_1]);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[GEO_TRIANGLE_1]);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
    //draw triangle

    glDrawArrays(GL_TRIANGLES, 0, 6); //starting from vertex 0; 3 vertices = 1 triangle
    glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[GEO_TRIANGLE_1]);
    glVertexAttribPointer
        (
        0, //Attribute 0. Must match layout in shader. usually 0 is for vertex
        3, //size
        GL_FLOAT, //type
        GL_FALSE, //normalised
        0,        //stride
        0         //array buffer offset
        );
    glEnableVertexAttribArray(1);//2nd attr buffer: colors
    glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[GEO_TRIANGLE_1]);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
    

    glDisableVertexAttribArray(1);

    glDisableVertexAttribArray(0);

   

   
    
}
开发者ID:HighwindEasy,项目名称:Compg,代码行数:59,代码来源:Scene2.cpp

示例6: LoadOrthoCamera

void View::LoadOrthoCamera()
{
	this->m_eViewState = VIEW_ORTHO;
	Mtx44 Projection;
	Projection.SetToOrtho(0, (float)m_viewPort[VIEWPORT_WIDTH], 0, (float)m_viewPort[VIEWPORT_HEIGHT], -10, 100);
	projectionStack.LoadIdentity();
	projectionStack.LoadMatrix(Projection);
}
开发者ID:DarkPromise,项目名称:StudioProject4,代码行数:8,代码来源:View.cpp

示例7:

void View::Render2DMesh(Mesh *mesh, bool enableLight, bool enableFog, float sizeX, float sizeY, float transX, float transY, float rotateValue)
{
	if (mesh == NULL)
		return;

	Mtx44 ortho;
	ortho.SetToOrtho(0, (float)m_viewPort[VIEWPORT_WIDTH], 0, (float)m_viewPort[VIEWPORT_HEIGHT], -10, 100);
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();

	modelStack.PushMatrix();
	modelStack.LoadIdentity();
	modelStack.Translate(transX, transY, 0);
	modelStack.Rotate(rotateValue, 0, 0, 1);
	modelStack.Scale(sizeX, sizeY, 1);

	Mtx44 MVP, modelView, modelView_inverse_transpose;

	MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();

	// Alpha
	glUniform1f(m_parameters[U_OBJECT_ALPHA], mesh->alpha);

	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);

	for (int i = 0; i < MAX_TEXTURES; i++)
	{
		if (mesh->textureArray[i] > 0)
		{
			glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED + i], 1);
		}
		else
		{
			glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED + i], 0);
		}

		glActiveTexture(GL_TEXTURE0 + i);
		glBindTexture(GL_TEXTURE_2D, mesh->textureArray[i]);
		//
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		//
		glUniform1i(m_parameters[U_COLOR_TEXTURE + i], i);
	}

	mesh->Render();

	glBindTexture(GL_TEXTURE_2D, 0);

	modelStack.PopMatrix();
	viewStack.PopMatrix();
	projectionStack.PopMatrix();

}
开发者ID:DarkPromise,项目名称:StudioProject4,代码行数:58,代码来源:View.cpp

示例8: glClear

void SP3::Render()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);



    // Projection matrix : Orthographic Projection
    Mtx44 projection;
    projection.SetToOrtho(0, m_worldWidth, 0, m_worldHeight, -10, 10);
    projectionStack.LoadMatrix(projection);

    // Camera matrix
    viewStack.LoadIdentity();
    viewStack.LookAt(
        camera.position.x, camera.position.y, camera.position.z,
        camera.target.x, camera.target.y, camera.target.z,
        camera.up.x, camera.up.y, camera.up.z
        );
    // Model matrix : an identity matrix (model will be at the origin)
    modelStack.LoadIdentity();

    RenderMesh(meshList[GEO_AXES], false);


    for (std::vector<GameObject *>::iterator it = m_goList.begin(); it != m_goList.end(); ++it)
    {
        GameObject *go = (GameObject *)*it;
        if (go->active)
        {
            RenderGO(go);
        }
    }

    std::ostringstream ss;
    ss.str(string());
    ss.precision(5);
    ss << "FPS: " << fps;
    RenderTextOnScreen(meshList[GEO_TEXT], ss.str(), Color(0, 1, 0), 3, 0, 0);

	if (gameState == Menu)
	{
		modelStack.PushMatrix();
		modelStack.Translate(65.f, 50.f, 0.f);
		modelStack.Scale(115, 90, 0);
		RenderMesh(meshList[GEO_UI], false);
		modelStack.PopMatrix();

		modelStack.PushMatrix();
		RenderTextOnScreen(meshList[GEO_TEXT], "Welcome", Color(0, 0, 1), 4, 25, 50);
		RenderTextOnScreen(meshList[GEO_TEXT], "To", Color(0, 0, 1), 4, 35, 45);
		RenderTextOnScreen(meshList[GEO_TEXT], "Suk Malcolm Deek", Color(0, 0, 1), 4, 8, 40);
		RenderTextOnScreen(meshList[GEO_TEXT], "Start Game", Color(1, 0, 0), 4, 20, 20);
		RenderTextOnScreen(meshList[GEO_TEXT], "Quit Game", Color(1, 0, 0), 4, 22, 15);
		modelStack.PopMatrix();
	}

}
开发者ID:guanhui1998,项目名称:SP3,代码行数:57,代码来源:SP3.cpp

示例9:

void SceneText::Render2DMesh(Mesh *mesh, bool enableLight, float size, float x, float y, bool rotate)
{
	glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	ortho.SetToOrtho(0, 1024, 0, 800, -10, 10);
	projectionStack.PushMatrix();
		projectionStack.LoadMatrix(ortho);
		viewStack.PushMatrix();
			viewStack.LoadIdentity();
			modelStack.PushMatrix();
				modelStack.LoadIdentity();
				modelStack.Translate(x, y, 0);
				modelStack.Scale(size, size, size);
				
				if(rotate)
				{
					//glDisable(GL_CULL_FACE);
					//modelStack.Rotate(180, 0, 1, 0);
				}
       
				Mtx44 MVP, modelView, modelView_inverse_transpose;
	
				MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();
				glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
				
				if(mesh->textureID > 0)
				{
					glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
					glActiveTexture(GL_TEXTURE0);
					glBindTexture(GL_TEXTURE_2D, mesh->textureID);
					glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);
				}
				
				else
				{
					glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 0);
				}
				
				mesh->Render();
				
				if(mesh->textureID > 0)
				{
					glBindTexture(GL_TEXTURE_2D, 0);
				}
       
			modelStack.PopMatrix();
		viewStack.PopMatrix();
	projectionStack.PopMatrix();
	glEnable(GL_DEPTH_TEST);
}
开发者ID:snip3rkillz,项目名称:SPTHREE,代码行数:50,代码来源:SceneText.cpp

示例10: RenderTextOnScreen

void GameScene::RenderTextOnScreen(Mesh* mesh, std::string text, Colour colour, float size, float x, float y) {

	if(!mesh || mesh->textureID <= 0) {//Proper error check
		return;
	}

	glDisable(GL_DEPTH_TEST);
	
	Mtx44 ortho;

	ortho.SetToOrtho(0, glfwGetVideoMode(glfwGetPrimaryMonitor())->width, 0, glfwGetVideoMode(glfwGetPrimaryMonitor())->height, -10, 10); //size of screen UI
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);

	viewStack.PushMatrix();
	viewStack.LoadIdentity(); //No need camera for ortho mode
	modelStack.PushMatrix();
	modelStack.LoadIdentity(); //Reset modelStack
	modelStack.Scale(size, size, size);
	modelStack.Translate(x, y, 0);

	glUniform1i(m_parameters[U_TEXT_ENABLED], 1);
	glUniform3fv(m_parameters[U_TEXT_COLOR], 1, &colour.r);
	glUniform1i(m_parameters[U_LIGHTENABLED], 0);
	glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, mesh->textureID);
	glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);

	for(unsigned i = 0; i < text.length(); ++i) {

		Mtx44 characterSpacing;
		characterSpacing.SetToTranslation(i * 0.3f, 0, 0); //1.0f is the spacing of each character, you may change this value
		Mtx44 MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top() * characterSpacing;
		glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	
		mesh->Render((unsigned)text[i] * 6, 6);
	
	}

	glBindTexture(GL_TEXTURE_2D, 0);
	glUniform1i(m_parameters[U_TEXT_ENABLED], 0);
	
	projectionStack.PopMatrix();
	viewStack.PopMatrix();
	modelStack.PopMatrix();

	glEnable(GL_DEPTH_TEST);

}
开发者ID:AngryPants,项目名称:SP2_Team13,代码行数:50,代码来源:GameScene.cpp

示例11: double

/********************************************************************************
Render a mesh in 2D
********************************************************************************/
void SceneManager::Render2DMesh(Mesh *mesh, const bool enableLight, const Vector2 scale, const Vector2 pos, const float rotation)
{
	if (!mesh || mesh->textureID <= 0)
		return;

	glDisable(GL_DEPTH_TEST);

	Mtx44 ortho;
	ortho.SetToOrtho(0, double(sceneWidth), 0, double(sceneHeight), -100, 100);
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();
	modelStack.PushMatrix();
	modelStack.LoadIdentity();
	modelStack.Translate(pos.x, pos.y, 0);
	modelStack.Scale(scale.x, scale.y, 1);
	if (rotation != 0.f)
		modelStack.Rotate(rotation, 0, 0, 1);

	Mtx44 MVP, modelView, modelView_inverse_transpose;

	MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();
	glUniformMatrix4fv(parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);

	if (mesh->textureID != NULL)
	{
		glUniform1i(parameters[U_COLOR_TEXTURE_ENABLED], 1);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, mesh->textureID);
		glUniform1i(parameters[U_COLOR_TEXTURE], 0);
	}
	else
	{
		glUniform1i(parameters[U_COLOR_TEXTURE_ENABLED], 0);
	}
	mesh->Render();

	if (mesh->textureID > 0)
	{
		glBindTexture(GL_TEXTURE_2D, 0);
	}

	modelStack.PopMatrix();
	viewStack.PopMatrix();
	projectionStack.PopMatrix();

	glEnable(GL_DEPTH_TEST);
}
开发者ID:ElIgnis,项目名称:Alpha-AI,代码行数:52,代码来源:SceneManager.cpp

示例12: SetHUD

void SceneBase::SetHUD(const bool m_bHUDmode)
{
	if (m_bHUDmode)
	{
		glDisable(GL_DEPTH_TEST);
		Mtx44 ortho;
		ortho.SetToOrtho(0, 80, 0, 60, -10, 10);
		projectionStack.PushMatrix();
		projectionStack.LoadMatrix(ortho);
	}
	else
	{
		projectionStack.PopMatrix();
		glEnable(GL_DEPTH_TEST);
	}
}
开发者ID:Pycorax,项目名称:GDevFramework,代码行数:16,代码来源:SceneBase.cpp

示例13:

void SceneBase::RenderMeshIn2D(Mesh *mesh, bool enableLight, float size, float x, float y, float rotate)
{
	Mtx44 ortho;
	//ortho.SetToOrtho(-m_window_width * 0.5f, m_window_width * 0.5f, -m_window_height * 0.5f, m_window_height * 0.5f, -10, 10);
	ortho.SetToOrtho(0, m_window_width, 0, m_window_height, -10, 10);
	projectionStack.PushMatrix();
		projectionStack.LoadMatrix(ortho);
		viewStack.PushMatrix();
			viewStack.LoadIdentity();
			/*modelStack.PushMatrix();
				modelStack.LoadIdentity();
				modelStack.Translate(x,y,0);
				modelStack.Rotate(rotate, 0, 0, 1);
				modelStack.Scale(size, size, size);*/

				Mtx44 MVP, modelView, modelView_inverse_transpose;

				MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();
				glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
				
				for (int i = 0; i < Mesh::MAX_TEXTURES; ++i)
				{
					if(mesh->textureID[i] > 0)
					{
						glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED + (i * 2)], 1);
						glActiveTexture(GL_TEXTURE0 + i);
						glBindTexture(GL_TEXTURE_2D, mesh->textureID[i]);
						glUniform1i(m_parameters[U_COLOR_TEXTURE + (i * 2)], i);
					}
					else
					{
						glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED + (i * 2)], 0);
					}
				}
				mesh->Render();
				for (int i = 0; i < Mesh::MAX_TEXTURES; ++i)
				{
					if(mesh->textureID[i] > 0)
					{
						glBindTexture(GL_TEXTURE_2D, 0);
					}
				}

			//modelStack.PopMatrix();
		viewStack.PopMatrix();
	projectionStack.PopMatrix();
}
开发者ID:NothingMuch123,项目名称:Adv-GDev,代码行数:47,代码来源:SceneBase.cpp

示例14:

/********************************************************************************
 Render this scene
 ********************************************************************************/
void CSceneManager2D::Render()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	Mtx44 perspective;
	//perspective.SetToPerspective(45.0f, 4.0f / 3.0f, 0.1f, 10000.0f);
	perspective.SetToOrtho(0, m_window_width, 0, m_window_height, -1000, 1000);
	projectionStack.LoadMatrix(perspective);
	
	// Set up the view
	viewStack.LoadIdentity();
	viewStack.LookAt(	camera.position.x, camera.position.y, camera.position.z,
						camera.target.x, camera.target.y, camera.target.z,
						camera.up.x, camera.up.y, camera.up.z );

	// Model matrix : an identity matrix (model will be at the origin)
	modelStack.LoadIdentity();
}
开发者ID:DreamNex,项目名称:SP4_Moyase,代码行数:20,代码来源:SceneManager2D.cpp

示例15: RenderTextOnScreen

/********************************************************************************
Render text onto the screen
********************************************************************************/
void SceneManager::RenderTextOnScreen(Mesh* mesh, std::string text, Color color, float size, float x, float y, float rotation)
{
	if (!mesh || mesh->textureID <= 0)
		return;

	glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	ortho.SetToOrtho(0, double(sceneWidth), 0, double(sceneHeight), -10, 10);
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();
	modelStack.PushMatrix();
	modelStack.LoadIdentity();
	modelStack.Translate(x, y, 0);
	if (rotation != 0.f)
	{
		modelStack.Rotate(rotation, 0, 0, 1);
	}
	modelStack.Scale(size, size, size);

	glUniform1i(parameters[U_TEXT_ENABLED], 1);
	glUniform3fv(parameters[U_TEXT_COLOR], 1, &color.r);
	glUniform1i(parameters[U_LIGHTENABLED], 0);
	glUniform1i(parameters[U_COLOR_TEXTURE_ENABLED], 1);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, mesh->textureID);
	glUniform1i(parameters[U_COLOR_TEXTURE], 0);
	float temp = 0;
	for (unsigned i = 0; i < text.length(); ++i)
	{
		Mtx44 characterSpacing;
		characterSpacing.SetToTranslation(temp * 1.5f, 0, 0); //1.0f is the spacing of each character, you may change this value
		Mtx44 MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top() * characterSpacing;
		glUniformMatrix4fv(parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
		temp += textWidth[text[i]] * 0.01;
		mesh->Render((unsigned)text[i] * 6, 6);
	}
	glBindTexture(GL_TEXTURE_2D, 0);
	glUniform1i(parameters[U_TEXT_ENABLED], 0);
	modelStack.PopMatrix();
	viewStack.PopMatrix();
	projectionStack.PopMatrix();
	glEnable(GL_DEPTH_TEST);
}
开发者ID:ElIgnis,项目名称:Alpha-AI,代码行数:48,代码来源:SceneManager.cpp


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