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C++ video::SColor类代码示例

本文整理汇总了C++中video::SColor的典型用法代码示例。如果您正苦于以下问题:C++ SColor类的具体用法?C++ SColor怎么用?C++ SColor使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了SColor类的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: drawTransparentFogObject

void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix)
{
    GLenum ptype = mesh.PrimitiveType;
    GLenum itype = mesh.IndexType;
    size_t count = mesh.IndexCount;

    const Track * const track = World::getWorld()->getTrack();

    // This function is only called once per frame - thus no need for setters.
    const float fogmax = track->getFogMax();
    const float startH = track->getFogStartHeight();
    const float endH = track->getFogEndHeight();
    const float start = track->getFogStart();
    const float end = track->getFogEnd();
    const video::SColor tmpcol = track->getFogColor();

    core::vector3df col(tmpcol.getRed() / 255.0f,
        tmpcol.getGreen() / 255.0f,
        tmpcol.getBlue() / 255.0f);

    setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);

    glUseProgram(MeshShader::TransparentFogShader::Program);
    MeshShader::TransparentFogShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, irr_driver->getInvProjMatrix(), fogmax, startH, endH, start, end, col, Camera::getCamera(0)->getCameraSceneNode()->getAbsolutePosition(), 0);

    glBindVertexArray(mesh.vao_first_pass);
    glDrawElements(ptype, count, itype, 0);
}
开发者ID:ParthiBa,项目名称:stk-clone,代码行数:28,代码来源:stkmesh.cpp

示例2: values

/*
	Converts from day + night color values (0..255)
	and a given daynight_ratio to the final SColor shown on screen.
*/
void finalColorBlend(video::SColor& result,
		u8 day, u8 night, u32 daynight_ratio)
{
	s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
	s32 b = rg;

	// Moonlight is blue
	b += (day - night) / 13;
	rg -= (day - night) / 23;

	// Emphase blue a bit in darker places
	// Each entry of this array represents a range of 8 blue levels
	static const u8 emphase_blue_when_dark[35] = {
		1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
		0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
		0, 0, 0
	};
	b += emphase_blue_when_dark[b / 8];
	b = irr::core::clamp (b, 0, 255);

	// Artificial light is yellow-ish
	static const u8 emphase_yellow_when_artificial[16] = {
		0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
	};
	rg += emphase_yellow_when_artificial[night/16];
	rg = irr::core::clamp (rg, 0, 255);

	result.setRed(rg);
	result.setGreen(rg);
	result.setBlue(b);
}
开发者ID:gourytch,项目名称:freeminer,代码行数:35,代码来源:mapblock_mesh.cpp

示例3: ValueF

		//! Default constructor for color list
		CNumbersAttribute::CNumbersAttribute(const c8* name,
				video::SColor value) :
				ValueI(), ValueF(), Count(4), IsFloat(false)
		{
			Name = name;
			ValueI.pushBack(value.getRed());
			ValueI.pushBack(value.getGreen());
			ValueI.pushBack(value.getBlue());
			ValueI.pushBack(value.getAlpha());
		}
开发者ID:CowPlay,项目名称:irrgame_sdk,代码行数:11,代码来源:CNumbersAttribute.cpp

示例4: getColorAsStringLine

void COBJMeshWriter::getColorAsStringLine(const video::SColor& color, const c8* const prefix, core::stringc& s) const
{
	s = prefix;
	s += " ";
	s += core::stringc(color.getRed()/255.f);
	s += " ";
	s += core::stringc(color.getGreen()/255.f);
	s += " ";
	s += core::stringc(color.getBlue()/255.f);
	s += "\n";
}
开发者ID:Lumirion,项目名称:pseuwow,代码行数:11,代码来源:COBJMeshWriter.cpp

示例5: push_ARGB8

void push_ARGB8(lua_State *L, video::SColor color)
{
	lua_newtable(L);
	lua_pushnumber(L, color.getAlpha());
	lua_setfield(L, -2, "a");
	lua_pushnumber(L, color.getRed());
	lua_setfield(L, -2, "r");
	lua_pushnumber(L, color.getGreen());
	lua_setfield(L, -2, "g");
	lua_pushnumber(L, color.getBlue());
	lua_setfield(L, -2, "b");
}
开发者ID:4aiman,项目名称:Magichet-stable,代码行数:12,代码来源:c_converter.cpp

示例6: setColor

		void CNumbersAttribute::setColor(video::SColor color)
		{
			reset();
			if (IsFloat)
			{
				if (Count > 0)
					ValueF[0] = (f32) color.getRed() / 255.0f;
				if (Count > 1)
					ValueF[1] = (f32) color.getGreen() / 255.0f;
				if (Count > 2)
					ValueF[2] = (f32) color.getBlue() / 255.0f;
				if (Count > 3)
					ValueF[3] = (f32) color.getAlpha() / 255.0f;
			}
			else
			{
				if (Count > 0)
					ValueI[0] = color.getRed();
				if (Count > 1)
					ValueI[1] = color.getGreen();
				if (Count > 2)
					ValueI[2] = color.getBlue();
				if (Count > 3)
					ValueI[3] = color.getAlpha();
			}
		}
开发者ID:CowPlay,项目名称:irrgame_sdk,代码行数:26,代码来源:CNumbersAttribute.cpp

示例7: setEditsFromColor

// Fill the editfields with the value for the given color
void CColorControl::setEditsFromColor(video::SColor col)
{
	DirtyFlag = true;
	if ( EditAlpha )
		EditAlpha->setText( core::stringw(col.getAlpha()).c_str() );
	if ( EditRed )
		EditRed->setText( core::stringw(col.getRed()).c_str() );
	if ( EditGreen )
		EditGreen->setText( core::stringw(col.getGreen()).c_str() );
	if ( EditBlue )
		EditBlue->setText( core::stringw(col.getBlue()).c_str() );
	if ( ColorStatic )
		ColorStatic->setBackgroundColor(col);
}
开发者ID:elnormous,项目名称:irrlicht,代码行数:15,代码来源:main.cpp

示例8: GL32_draw2DRectangle

void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
    const core::rect<s32>* clip)
{

    if (!irr_driver->isGLSL())
    {
        irr_driver->getVideoDriver()->draw2DRectangle(color, position, clip);
        return;
    }

    core::dimension2d<u32> frame_size =
        irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
    const int screen_w = frame_size.Width;
    const int screen_h = frame_size.Height;
    float center_pos_x = float(position.UpperLeftCorner.X + position.LowerRightCorner.X);
    center_pos_x /= screen_w;
    center_pos_x -= 1;
    float center_pos_y = float(position.UpperLeftCorner.Y + position.LowerRightCorner.Y);
    center_pos_y /= screen_h;
    center_pos_y = 1 - center_pos_y;
    float width = float(position.LowerRightCorner.X - position.UpperLeftCorner.X);
    width /= screen_w;
    float height = float(position.LowerRightCorner.Y - position.UpperLeftCorner.Y);
    height /= screen_h;

    if (color.getAlpha() < 255)
    {
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    }
    else
    {
        glDisable(GL_BLEND);
    }

    if (clip)
    {
        if (!clip->isValid())
            return;

        glEnable(GL_SCISSOR_TEST);
        const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
        glScissor(clip->UpperLeftCorner.X, renderTargetSize.Height - clip->LowerRightCorner.Y,
            clip->getWidth(), clip->getHeight());
    }

    glUseProgram(UIShader::ColoredRectShader::getInstance()->Program);
    glBindVertexArray(SharedObject::UIVAO);
    UIShader::ColoredRectShader::getInstance()->setUniforms(core::vector2df(center_pos_x, center_pos_y), core::vector2df(width, height), color);

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);
    if (clip)
        glDisable(GL_SCISSOR_TEST);
    glUseProgram(0);

    glGetError();
}
开发者ID:shiv05,项目名称:stk-code,代码行数:59,代码来源:2dutils.cpp

示例9: getFBO

void IrrDriver::renderLightsScatter(unsigned pointlightcount)
{
    getFBO(FBO_HALF1).Bind();
    glClearColor(0., 0., 0., 0.);
    glClear(GL_COLOR_BUFFER_BIT);

    const Track * const track = World::getWorld()->getTrack();

    // This function is only called once per frame - thus no need for setters.
    float start = track->getFogStart() + .001;
    const video::SColor tmpcol = track->getFogColor();

    core::vector3df col(tmpcol.getRed() / 255.0f,
        tmpcol.getGreen() / 255.0f,
        tmpcol.getBlue() / 255.0f);

    glDisable(GL_DEPTH_TEST);
    glDepthMask(GL_FALSE);
    glEnable(GL_BLEND);
    glBlendEquation(GL_FUNC_ADD);
    glBlendFunc(GL_ONE, GL_ONE);

    FullScreenShader::FogShader::getInstance()->SetTextureUnits(irr_driver->getDepthStencilTexture());
    DrawFullScreenEffect<FullScreenShader::FogShader>(1.f / (40.f * start), col);

    glEnable(GL_DEPTH_TEST);
    core::vector3df col2(1., 1., 1.);

    glUseProgram(LightShader::PointLightScatterShader::getInstance()->Program);
    glBindVertexArray(LightShader::PointLightScatterShader::getInstance()->vao);

    LightShader::PointLightScatterShader::getInstance()->SetTextureUnits(irr_driver->getDepthStencilTexture());
    LightShader::PointLightScatterShader::getInstance()->setUniforms(1.f / (40.f * start), col2);

    glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, MIN2(pointlightcount, MAXLIGHT));

    glDisable(GL_BLEND);
    m_post_processing->renderGaussian6Blur(getFBO(FBO_HALF1), getFBO(FBO_HALF2), 5., 5.);
    glEnable(GL_BLEND);

    glDisable(GL_DEPTH_TEST);
    glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
    getFBO(FBO_COLORS).Bind();
    m_post_processing->renderPassThrough(getRenderTargetTexture(RTT_HALF1));
}
开发者ID:parasgandhi,项目名称:stk-code,代码行数:45,代码来源:render_lighting.cpp

示例10: setAmbientLight

/** Compute spherical harmonics coefficients from ambient light */
void SphericalHarmonics::setAmbientLight(const video::SColor &ambient)
{
    //do not recompute SH coefficients if we already use the same ambient light
    if((m_spherical_harmonics_textures.size() != 6) && (ambient == m_ambient))
        return;

    m_spherical_harmonics_textures.clear();
    m_ambient = ambient;

    unsigned char *sh_rgba[6];
    unsigned sh_w = 16;
    unsigned sh_h = 16;

    for (unsigned i = 0; i < 6; i++)
    {
        sh_rgba[i] = new unsigned char[sh_w * sh_h * 4];

        for (unsigned j = 0; j < sh_w * sh_h * 4; j += 4)
        {
            sh_rgba[i][j] = ambient.getBlue();
            sh_rgba[i][j + 1] = ambient.getGreen();
            sh_rgba[i][j + 2] = ambient.getRed();
            sh_rgba[i][j + 3] = 255;
        }
    }

    Color *float_tex_cube[6];
    convertToFloatTexture(sh_rgba, sh_w, sh_h, float_tex_cube);
    generateSphericalHarmonics(float_tex_cube, sh_w);

    for (unsigned i = 0; i < 6; i++)
    {
        delete[] sh_rgba[i];
        delete[] float_tex_cube[i];
    }

    // Diffuse env map is x 0.25, compensate
    for (unsigned i = 0; i < 9; i++)
    {
        m_blue_SH_coeff[i] *= 4;
        m_green_SH_coeff[i] *= 4;
        m_red_SH_coeff[i] *= 4;
    }
} //setAmbientLight
开发者ID:jubalh,项目名称:stk-code,代码行数:45,代码来源:sphericalHarmonics.cpp

示例11: assert

void WieldMeshSceneNode::setColor(video::SColor c)
{
	assert(!m_lighting);
	scene::IMesh *mesh = m_meshnode->getMesh();
	if (!mesh)
		return;

	u8 red = c.getRed();
	u8 green = c.getGreen();
	u8 blue = c.getBlue();
	u32 mc = mesh->getMeshBufferCount();
	for (u32 j = 0; j < mc; j++) {
		video::SColor bc(m_base_color);
		if ((m_colors.size() > j) && (m_colors[j].override_base))
			bc = m_colors[j].color;
		video::SColor buffercolor(255,
			bc.getRed() * red / 255,
			bc.getGreen() * green / 255,
			bc.getBlue() * blue / 255);
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		colorizeMeshBuffer(buf, &buffercolor);
	}
}
开发者ID:Gael-de-Sailly,项目名称:minetest,代码行数:23,代码来源:wieldmesh.cpp

示例12: GL32_draw2DRectangle

void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
	const core::rect<s32>* clip)
{

	if (!irr_driver->isGLSL())
	{
		irr_driver->getVideoDriver()->draw2DRectangle(color, position, clip);
		return;
	}

	core::dimension2d<u32> frame_size =
		irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
	const int screen_w = frame_size.Width;
	const int screen_h = frame_size.Height;
	float center_pos_x = position.UpperLeftCorner.X + position.LowerRightCorner.X;
	center_pos_x /= screen_w;
	center_pos_x -= 1;
	float center_pos_y = position.UpperLeftCorner.Y + position.LowerRightCorner.Y;
	center_pos_y /= screen_h;
	center_pos_y = 1 - center_pos_y;
	float width = position.LowerRightCorner.X - position.UpperLeftCorner.X;
	width /= screen_w;
	float height = position.LowerRightCorner.Y - position.UpperLeftCorner.Y;
	height /= screen_h;

	if (color.getAlpha() < 255)
	{
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	else
	{
		glDisable(GL_BLEND);
	}

	glUseProgram(UIShader::ColoredRectShader::Program);
	glBindVertexArray(UIShader::ColoredRectShader::vao);
	UIShader::ColoredRectShader::setUniforms(center_pos_x, center_pos_y, width, height, color);

	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
	glUseProgram(0);
}
开发者ID:Shreesha-S,项目名称:stk-code,代码行数:44,代码来源:glwrap.cpp

示例13: drawLine

bool drawLine(

	video::IImage* dst,

	s32 x0,

	s32 y0,

	s32 x1,

	s32 y1,

	const video::SColor& color_a,

	const video::SColor& color_b,

	bool blend )

{
	if (!dst) return false;

	const core::dimension2du img_size = dst->getDimension();

	if ((img_size.Width == 0) || (img_size.Height == 0))
		return false;

	const s32 dx = core::abs_<s32>( x1 - x0 );
	const s32 dy = core::abs_<s32>( y1 - y0 );

	if ((dx==0) && (dy==0)) return false;

	s32 sx = 1; // sign
	s32 sy = 1; // sign

	if (x0 > x1) sx = -1;
	if (y0 > y1) sy = -1;

	s32 err = dx-dy;
	s32 e2 = 0;
	s32 x = x0;
	s32 y = y0;

	s32 numpixels = 0;

	// count pixels
	while (1)
	{
		numpixels++;

		if ((x==x1) && (y==y1)) break;

		e2 = err << 1;
		if (e2 > -dy) { err -= dy;	x += sx; }
		if (e2 < dx) { err += dx; y += sy; }
	}

	// reset vars;
	err = dx-dy;
	e2 = 0;
	x = x0;
	y = y0;

	// values for linear color interpolation
	const f32 A1=(f32)color_a.getAlpha();
	const f32 R1=(f32)color_a.getRed();
	const f32 G1=(f32)color_a.getGreen();
	const f32 B1=(f32)color_a.getBlue();
	const f32 dA=(f32)color_b.getAlpha()-A1;
	const f32 dR=(f32)color_b.getRed()-R1;
	const f32 dG=(f32)color_b.getGreen()-G1;
	const f32 dB=(f32)color_b.getBlue()-B1;

	// actual drawing
	f32 f=0.f;
	s32 k=0;
	u32 cR=0, cG=0, cB=0, cA=0;
	while (1)
	{
		f = (f32)k/(f32)numpixels;
		k++;

		cA=A1;
		cR=R1;
		cG=G1;
		cB=B1;

		// maybe faster under the assumption that colors have most likely same alpha value
		if (dA>0) cA = (u32)core::clamp( core::round32(A1+dA*f), 0, 255);
		if (dR>0) cR = (u32)core::clamp( core::round32(R1+dR*f), 0, 255);
		if (dG>0) cG = (u32)core::clamp( core::round32(G1+dG*f), 0, 255);
		if (dB>0) cB = (u32)core::clamp( core::round32(B1+dB*f), 0, 255);

		drawPixel( dst, x, y, video::SColor( cA, cR, cG, cB), blend );

		if (x == x1 && y == y1) break;

		e2 = err << 1;
		if (e2 > -dy)	{	err -= dy;	x += sx; }
		if (e2 < dx)	{	err += dx;	y += sy; }
	}
//.........这里部分代码省略.........
开发者ID:benjaminhampe,项目名称:libHampe,代码行数:101,代码来源:imageDrawLine.cpp

示例14: assert

// ----------------------------------------------------------------------------
void FontWithFace::render(const core::stringw& text,
                          const core::rect<s32>& position,
                          const video::SColor& color, bool hcenter,
                          bool vcenter, const core::rect<s32>* clip,
                          FontSettings* font_settings,
                          FontCharCollector* char_collector)
{
    const bool is_bold_face = dynamic_cast<BoldFace*>(this);
    const bool black_border = font_settings ?
        font_settings->useBlackBorder() : false;
    const bool rtl = font_settings ? font_settings->isRTL() : false;
    const float scale = font_settings ? font_settings->getScale() : 1.0f;
    const float shadow = font_settings ? font_settings->useShadow() : false;

    if (shadow)
    {
        assert(font_settings);
        // Avoid infinite recursion
        font_settings->setShadow(false);

        core::rect<s32> shadowpos = position;
        shadowpos.LowerRightCorner.X += 2;
        shadowpos.LowerRightCorner.Y += 2;
        render(text, shadowpos, font_settings->getShadowColor(), hcenter,
            vcenter, clip, font_settings);

        // Set back
        font_settings->setShadow(true);
    }

    core::position2d<float> offset(float(position.UpperLeftCorner.X),
        float(position.UpperLeftCorner.Y));
    core::dimension2d<s32> text_dimension;

    if (rtl || hcenter || vcenter || clip)
    {
        text_dimension = getDimension(text.c_str(), font_settings);

        if (hcenter)
            offset.X += (position.getWidth() - text_dimension.Width) / 2;
        else if (rtl)
            offset.X += (position.getWidth() - text_dimension.Width);

        if (vcenter)
            offset.Y += (position.getHeight() - text_dimension.Height) / 2;
        if (clip)
        {
            core::rect<s32> clippedRect(core::position2d<s32>
                (s32(offset.X), s32(offset.Y)), text_dimension);
            clippedRect.clipAgainst(*clip);
            if (!clippedRect.isValid()) return;
        }
    }

    // Collect character locations
    const unsigned int text_size = text.size();
    core::array<s32> indices(text_size);
    core::array<core::position2d<float>> offsets(text_size);
    std::vector<bool> fallback(text_size);

    // Test again if lazy load char is needed,
    // as some text isn't drawn with getDimension
    insertCharacters(text.c_str());
    updateCharactersList();

    for (u32 i = 0; i < text_size; i++)
    {
        wchar_t c = text[i];

        if (c == L'\r' ||          // Windows breaks
            c == L'\n'    )        // Unix breaks
        {
            if (c==L'\r' && text[i+1]==L'\n')
                c = text[++i];
            offset.Y += m_font_max_height * scale;
            offset.X  = position.UpperLeftCorner.X;
            if (hcenter)
                offset.X += (position.getWidth() - text_dimension.Width) >> 1;
            continue;
        }   // if lineBreak

        bool use_fallback_font = false;
        const FontArea &area   = getAreaFromCharacter(c, &use_fallback_font);
        fallback[i]            = use_fallback_font;
        if (char_collector == NULL)
        {
            float glyph_offset_x = area.bearing_x *
                (fallback[i] ? m_fallback_font_scale : scale);
            float glyph_offset_y = area.offset_y *
                (fallback[i] ? m_fallback_font_scale : scale);
            offset.X += glyph_offset_x;
            offset.Y += glyph_offset_y;
            offsets.push_back(offset);
            offset.X -= glyph_offset_x;
            offset.Y -= glyph_offset_y;
        }
        else
        {
            // Prevent overwriting texture used by billboard text when
//.........这里部分代码省略.........
开发者ID:robclark,项目名称:stk-code,代码行数:101,代码来源:font_with_face.cpp

示例15: GL32_draw2DRectangle

void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
	const core::rect<s32>* clip)
{

	if (!irr_driver->isGLSL())
	{
		irr_driver->getVideoDriver()->draw2DRectangle(color, position, clip);
		return;
	}

	core::dimension2d<u32> frame_size =
		irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
	const int screen_w = frame_size.Width;
	const int screen_h = frame_size.Height;
	float center_pos_x = position.UpperLeftCorner.X + position.LowerRightCorner.X;
	center_pos_x /= screen_w;
	center_pos_x -= 1;
	float center_pos_y = position.UpperLeftCorner.Y + position.LowerRightCorner.Y;
	center_pos_y /= screen_h;
	center_pos_y = 1 - center_pos_y;
	float width = position.LowerRightCorner.X - position.UpperLeftCorner.X;
	width /= screen_w;
	float height = position.LowerRightCorner.Y - position.UpperLeftCorner.Y;
	height /= screen_h;

	if (color.getAlpha() < 255)
	{
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	else
	{
		glDisable(GL_BLEND);
	}

    if (clip)
    {
        if (!clip->isValid())
            return;

        glEnable(GL_SCISSOR_TEST);
        const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
        glScissor(clip->UpperLeftCorner.X, renderTargetSize.Height - clip->LowerRightCorner.Y,
            clip->getWidth(), clip->getHeight());
    }

	glUseProgram(UIShader::ColoredRectShader::Program);
	glBindVertexArray(UIShader::ColoredRectShader::vao);
	UIShader::ColoredRectShader::setUniforms(center_pos_x, center_pos_y, width, height, color);

	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
    if (clip)
        glDisable(GL_SCISSOR_TEST);
	glUseProgram(0);

    GLenum glErr = glGetError();
    if (glErr != GL_NO_ERROR)
    {
        Log::warn("IrrDriver", "GLWrap : OpenGL error %i\n", glErr);
    }
}
开发者ID:matthiaskrgr,项目名称:stk-code,代码行数:63,代码来源:glwrap.cpp


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