本文整理汇总了C++中camera::Position_Camera方法的典型用法代码示例。如果您正苦于以下问题:C++ camera::Position_Camera方法的具体用法?C++ camera::Position_Camera怎么用?C++ camera::Position_Camera使用的例子?那么恭喜您, 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类camera
的用法示例。
在下文中一共展示了camera::Position_Camera方法的1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: initializeGL
void GLWidget::initializeGL(){
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0f, 1.0f);
//glClearColor(0.2,0.2,0.2,1);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
Camera.Position_Camera(0, 0.5f, 5, 0, 0.5f, 0, 0, 1, 0);
QApplication::setOverrideCursor(QCursor(Qt::BlankCursor));
Auto = new MilkshapeModel(); // Memory To Hold The Model
if ( Auto->loadModelData( "Auto.ms3d" ) == false ) // Loads The Model And Checks For Errors
{
//int ret = QMessageBox::warning(this, tr(""),tr("erro ao carregar modelo"), QMessageBox::Cancel);
}
// Carregando textura do pizo.
glShadeModel(GL_SMOOTH);
QImage img = convertToGLFormat(QImage(":/img/Concreto2.jpg"));
glGenTextures(1, &texture[0]);
glBindTexture( GL_TEXTURE_2D, texture[0] );
// Texture using mipmaps
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, img.width(), img.height(), GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
QImage b;
// carregando textura da caixa de madeira.
if ( !b.load( ":/img/Crate.bmp"))
{
//qWarning( "Could not read image file, using single-color instead." );
b = QImage( 16, 16, QImage::Format_RGB888 );
b.fill( QColor(Qt::green).rgb() );
}
img = convertToGLFormat(b);
glGenTextures(1, &texture[1]);
glBindTexture( GL_TEXTURE_2D, texture[1] );
glTexImage2D( GL_TEXTURE_2D, 0, 3, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.bits() );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
//Luz avermelhada (sala com lava?)
GLfloat ambientLight[] = {1.0f, 1.0f, 1.0f, 1.0f};
//Habilitamos a capacidade de iluminação
glEnable(GL_LIGHTING);
//Configuramos a OpenGL para utilizar como luz ambiente global
//a iluminação definida por ambientLight[]
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight);
}