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Golang gl.Vertex3f函數代碼示例

本文整理匯總了Golang中github.com/banthar/gl.Vertex3f函數的典型用法代碼示例。如果您正苦於以下問題:Golang Vertex3f函數的具體用法?Golang Vertex3f怎麽用?Golang Vertex3f使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。


在下文中一共展示了Vertex3f函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。

示例1: Draw

func (s *Sprite) Draw(x, y, angle, scale float32, blend bool) {
	gl.Enable(gl.TEXTURE_2D)
	gl.Disable(gl.COLOR_MATERIAL)
	if blend {
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
		gl.Enable(gl.BLEND)
	} else {
		gl.Disable(gl.BLEND)
		gl.BlendFunc(gl.ONE, gl.ZERO)
	}

	gl.MatrixMode(gl.MODELVIEW)
	gl.LoadIdentity()
	gl.Translatef(x, y, 0)
	gl.Rotatef(angle*360/(2*math.Pi), 0, 0, 1)
	gl.Scalef(scale, scale, 1)
	s.tex.Bind(gl.TEXTURE_2D)
	gl.Begin(gl.QUADS)
	gl.Color3f(1, 1, 1)
	gl.TexCoord2d(0, 0)
	gl.Vertex3f(-0.5*s.width, -0.5*s.height, 0)
	gl.TexCoord2d(1, 0)
	gl.Vertex3f(0.5*s.width, -0.5*s.height, 0)
	gl.TexCoord2d(1, 1)
	gl.Vertex3f(0.5*s.width, 0.5*s.height, 0)
	gl.TexCoord2d(0, 1)
	gl.Vertex3f(-0.5*s.width, 0.5*s.height, 0)
	gl.End()
	gl.Disable(gl.TEXTURE_2D)
	gl.Disable(gl.BLEND)
}
開發者ID:mfpi,項目名稱:lecture-hall-games,代碼行數:31,代碼來源:utils.go

示例2: Draw

// Render stuff
func Draw() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	gl.LoadIdentity()

	gl.Translatef(-1.5, 0, -6)
	gl.Begin(gl.TRIANGLES)
	gl.Color3f(1, 0, 0)
	gl.Vertex3f(0, 1, 0)
	gl.Color3f(0, 1, 0)
	gl.Vertex3f(-1, -1, 0)
	gl.Color3f(0, 0, 1)
	gl.Vertex3f(1, -1, 0)
	gl.End()

	glfw.SwapBuffers()
}
開發者ID:andrebq,項目名稱:tinygl,代碼行數:17,代碼來源:triangle.go

示例3: render

func (s sprite) render() {
	gl.Translatef(float32(s.X), float32(s.Y), float32(s.Z))
	gl.Rotatef(90.0, 1.0, 0.0, 0.0)

	s.tex.Bind(gl.TEXTURE_2D)
	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex3f(-s.width/2.0, -s.height/2.0, 0.0)
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex3f(s.width/2.0, -s.height/2.0, 0.0)
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex3f(s.width/2.0, s.height/2.0, 0.0)
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex3f(-s.width/2.0, s.height/2.0, 0.0)
	gl.End()
	s.tex.Unbind(gl.TEXTURE_2D)
}
開發者ID:esnowkropla,項目名稱:dep,代碼行數:17,代碼來源:render.go

示例4: drawScene

func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	gl.LoadIdentity()
	gl.Translatef(-1.5, 0, -6)
	gl.Rotatef(trisAngle, 0, 1, 0)

	gl.Begin(gl.TRIANGLES)
	gl.Color3f(1, 0, 0)
	gl.Vertex3f(0, 1, 0)
	gl.Color3f(0, 1, 0)
	gl.Vertex3f(-1, -1, 0)
	gl.Color3f(0, 0, 1)
	gl.Vertex3f(1, -1, 0)
	gl.End()

	gl.LoadIdentity()
	gl.Translatef(1.5, 0, -6)
	gl.Rotatef(quadAngle, 1, 0, 0)
	gl.Color3f(0.5, 0.5, 1.0)

	gl.Begin(gl.QUADS)
	gl.Vertex3f(-1, 1, 0)
	gl.Vertex3f(1, 1, 0)
	gl.Vertex3f(1, -1, 0)
	gl.Vertex3f(-1, -1, 0)
	gl.End()

	trisAngle += 0.2
	quadAngle -= 0.15

	glfw.SwapBuffers()
}
開發者ID:sycoso,項目名稱:glfw,代碼行數:33,代碼來源:main.go

示例5: Render

func (v *Video) Render() {
	for running {
		select {
		case dimensions := <-v.resize:
			v.ResizeEvent(dimensions[0], dimensions[1])
		case val := <-v.tick:
			slice := make([]uint8, len(val)*3)
			for i := 0; i < len(val); i = i + 1 {
				slice[i*3+0] = (uint8)((val[i] >> 16) & 0xff)
				slice[i*3+1] = (uint8)((val[i] >> 8) & 0xff)
				slice[i*3+2] = (uint8)((val[i]) & 0xff)
			}

			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			v.tex.Bind(gl.TEXTURE_2D)

			if ppu.OverscanEnabled {
				gl.TexImage2D(gl.TEXTURE_2D, 0, 3, 240, 224, 0, gl.RGB, gl.UNSIGNED_BYTE, slice)
			} else {
				gl.TexImage2D(gl.TEXTURE_2D, 0, 3, 256, 240, 0, gl.RGB, gl.UNSIGNED_BYTE, slice)
			}

			gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
			gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

			gl.Begin(gl.QUADS)
			gl.TexCoord2f(0.0, 1.0)
			gl.Vertex3f(-1.0, -1.0, 0.0)
			gl.TexCoord2f(1.0, 1.0)
			gl.Vertex3f(1.0, -1.0, 0.0)
			gl.TexCoord2f(1.0, 0.0)
			gl.Vertex3f(1.0, 1.0, 0.0)
			gl.TexCoord2f(0.0, 0.0)
			gl.Vertex3f(-1.0, 1.0, 0.0)
			gl.End()

			if v.screen != nil {
				sdl.GL_SwapBuffers()
				v.fpsmanager.FramerateDelay()
			}
		}
	}
}
開發者ID:bombless,項目名稱:Fergulator,代碼行數:44,代碼來源:video.go

示例6: draw

func draw() {
	for y := 0; y < Size; y++ {
		for x := 0; x < Size; x++ {

			var color uint8
			if grid.Front()[y][x] {
				color = 0x00
			} else {
				color = 0xFF
			}

			pixels[(y*Size+x)*3+0] = color
			pixels[(y*Size+x)*3+1] = color
			pixels[(y*Size+x)*3+2] = color

		}
	}

	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	gl.TexImage2D(gl.TEXTURE_2D, 0, 3, Size, Size, 0, gl.RGB, gl.UNSIGNED_BYTE, pixels)

	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

	gl.Begin(gl.QUADS)
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex3f(-1.0, -1.0, 0.0)
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex3f(1.0, -1.0, 0.0)
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex3f(1.0, 1.0, 0.0)
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex3f(-1.0, 1.0, 0.0)
	gl.End()

	glfw.SwapBuffers()
}
開發者ID:samnardoni,項目名稱:ca,代碼行數:38,代碼來源:ca.go

示例7: GLDraw

// Function GLDraw draws the model into the current GL scene. It assumes that the context is already
// set up, including any translation and rotation.
func (model *Model) GLDraw() {
	var a, b, c float32
	var v *Vertex

	// Start drawing triangles
	gl.Begin(gl.TRIANGLES)

	for _, triangle := range model.triangles {
		triangleNormals := triangle.TriangleNormals()
		textureCoordinates := triangle.TextureCoordinates()

		// Set the normal. Assume it's a flat triangle (the normals at all 3 vertices are equal)
		a, b, c = triangleNormals.Vertex1Normal()
		gl.Normal3f(a, b, c)

		// Vertex 1
		a, b = textureCoordinates.Vertex1Coord()
		gl.TexCoord2f(a, b)
		v = triangle.Vertex1()
		gl.Vertex3f(v.X(), v.Y(), v.Z())

		// Vertex 2
		a, b = textureCoordinates.Vertex2Coord()
		gl.TexCoord2f(a, b)
		v = triangle.Vertex2()
		gl.Vertex3f(v.X(), v.Y(), v.Z())

		// Vertex 3
		a, b = textureCoordinates.Vertex3Coord()
		gl.TexCoord2f(a, b)
		v = triangle.Vertex3()
		gl.Vertex3f(v.X(), v.Y(), v.Z())
	}

	// Finish
	gl.End()
}
開發者ID:iand,項目名稱:go,代碼行數:39,代碼來源:model.go

示例8: Render

func (v *Video) Render() {
	runtime.LockOSThread()

	for running {
		select {
		case val := <-v.tick:
			slice := make([]uint8, len(val)*3)
			for i := 0; i < len(val); i = i + 1 {
				slice[i*3+0] = (uint8)((val[i] >> 16) & 0xff)
				slice[i*3+1] = (uint8)((val[i] >> 8) & 0xff)
				slice[i*3+2] = (uint8)((val[i]) & 0xff)
			}

			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

			v.tex.Bind(gl.TEXTURE_2D)
			gl.TexImage2D(gl.TEXTURE_2D, 0, 3, 256, 240, 0, gl.RGB, gl.UNSIGNED_BYTE, slice)
			gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
			gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

			gl.Begin(gl.QUADS)
			gl.TexCoord2f(0.0, 1.0)
			gl.Vertex3f(-1.0, -1.0, 0.0)
			gl.TexCoord2f(1.0, 1.0)
			gl.Vertex3f(1.0, -1.0, 0.0)
			gl.TexCoord2f(1.0, 0.0)
			gl.Vertex3f(1.0, 1.0, 0.0)
			gl.TexCoord2f(0.0, 0.0)
			gl.Vertex3f(-1.0, 1.0, 0.0)
			gl.End()

			glfw.SwapBuffers()
			v.fpsmanager.FramerateDelay()
		}
	}
}
開發者ID:wmbest2,項目名稱:Fergulator,代碼行數:36,代碼來源:video.go

示例9: Render

// Render the mesh
// The V array must be a multiple of 3 since it uses triangles to render the mesh.
// If two or more triangles share the same edge the user can pass the same pointer twice
func (m *Mesh) Render() {
	count := 0
	gl.Begin(gl.TRIANGLES)
	for _, v := range m.V {
		if count%3 == 0 && count > 0 {
			gl.End()
			gl.Begin(gl.TRIANGLES)
			count = 0
		}
		gl.Color3f(1, 0, 0)
		gl.Vertex3f(v.X, v.Y, v.Z)
		count++
	}
	if count > 0 {
		gl.End()
	}
}
開發者ID:andrebq,項目名稱:tinygl,代碼行數:20,代碼來源:scene.go

示例10: drawScene

func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	gl.LoadIdentity()

	gl.Translatef(0, 0, -20+globalState.MousePos.Z*globalState.speed)

	gl.Rotatef(globalState.Rot.X, 1, 0, 0)
	gl.Rotatef(globalState.Rot.Y, 0, 1, 0)
	gl.Rotatef(globalState.Rot.Z, 0, 0, 1)

	if globalState.speed != 1 {
		gl.Scalef(globalState.speed, globalState.speed, globalState.speed)
	}

	gl.RenderMode(gl.RENDER)

	gl.Begin(gl.QUADS)
	for i, _ := range mesh.Faces {
		if colors, ok := faceColor[i]; ok {
			gl.Color3f(colors[0], colors[1], colors[2])
		} else {
			faceColor[i] = make([]float32, 3)
			faceColor[i][0] = rand.Float32()
			faceColor[i][1] = rand.Float32()
			faceColor[i][2] = rand.Float32()
			gl.Color3f(faceColor[i][0], faceColor[i][1], faceColor[i][2])
		}

		face := &mesh.Faces[i]
		for j, _ := range face.Vertices {
			var v *wfobj.Vertex
			if len(face.Normals) > 0 {
				v = &face.Normals[j]
				gl.Normal3f(v.X, v.Y, v.Z)
			}
			v = &face.Vertices[j]
			gl.Vertex3f(v.X, v.Y, v.Z)
		}
	}
	gl.End()
	gl.Finish()
	gl.Flush()

	sdl.GL_SwapBuffers()
}
開發者ID:andrebq,項目名稱:wfobj,代碼行數:46,代碼來源:main.go

示例11: drawGLScene

// Here goes our drawing code
func drawGLScene() {
	// Clear the screen and depth buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// Move left 1.5 units and into the screen 6.0 units.
	gl.LoadIdentity()
	gl.Translatef(-1.5, 0.0, -6.0)
	gl.Rotatef(float32(rtri), 0.0, 1.0, 0.0) // Rotate the triangle on the Y axis

	gl.Begin(gl.TRIANGLES)       // Draw triangles
	gl.Color3f(1.0, 0.0, 0.0)    // Set The Color To Red
	gl.Vertex3f(0.0, 1.0, 0.0)   // top
	gl.Color3f(0.0, 1.0, 0.0)    // Set The Color To Red
	gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
	gl.Color3f(0.0, 0.0, 1.0)    // Set The Color To Red
	gl.Vertex3f(1.0, -1.0, 0.0)  // bottom right
	gl.End()                     // finish drawing the triangle

	// Move right 3 units
	gl.LoadIdentity()
	gl.Translatef(1.5, 0.0, -6.0)
	gl.Color3f(0.5, 0.5, 1.0)                 // Set The Color To Blue One Time Only
	gl.Rotatef(float32(rquad), 1.0, 0.0, 0.0) // rotate the quad on the X axis

	gl.Begin(gl.QUADS)           // draw quads
	gl.Vertex3f(-1.0, 1.0, 0.0)  // top left
	gl.Vertex3f(1.0, 1.0, 0.0)   // top right
	gl.Vertex3f(1.0, -1.0, 0.0)  // bottom right
	gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
	gl.End()                     // done drawing the quad

	// Draw to the screen
	sdl.GL_SwapBuffers()

	rtri += 0.2   // Increase The Rotation Variable For The Triangle
	rquad -= 0.15 // Decrease The Rotation Variable For The Quad

	// Gather our frames per second
	frames++
	t := sdl.GetTicks()
	if t-t0 >= 5000 {
		seconds := (t - t0) / 1000.0
		fps := frames / seconds
		fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
		t0 = t
		frames = 0
	}
}
開發者ID:navneet1v,項目名稱:opengl-go-tutorials,代碼行數:49,代碼來源:lesson04.go

示例12: drawGLScene

// Here goes our drawing code
func drawGLScene(sector Sector) {
	xtrans := gl.GLfloat(-xpos)
	ztrans := gl.GLfloat(-zpos)
	ytrans := gl.GLfloat(-walkbias - 0.25)
	scenroty := gl.GLfloat(360.0 - yrot)

	// Clear the screen and depth buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// reset the view
	gl.LoadIdentity()

	// Rotate up and down to look up and down
	gl.Rotatef(float32(lookupdown), 1.0, 0.0, 0.0)
	// Rotate depending on direction player is facing
	gl.Rotatef(float32(scenroty), 0.0, 1.0, 0.0)
	// translate the scene based on player position
	gl.Translatef(float32(xtrans), float32(ytrans), float32(ztrans))

	gl.BindTexture(gl.TEXTURE_2D, uint(textures[filter]))

	for _, vertices := range sector {
		gl.Begin(gl.TRIANGLES)
		for _, triangle := range *vertices {
			gl.Normal3f(0.0, 0.0, 1.0)
			gl.TexCoord2f(float32(triangle.u), float32(triangle.v))
			gl.Vertex3f(float32(triangle.x), float32(triangle.y), float32(triangle.z))
		}
		gl.End()
	}

	// Draw to the screen
	sdl.GL_SwapBuffers()

	// Gather our frames per second
	frames++
	t := sdl.GetTicks()
	if t-t0 >= 5000 {
		seconds := (t - t0) / 1000.0
		fps := frames / seconds
		fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
		t0 = t
		frames = 0
	}
}
開發者ID:navneet1v,項目名稱:opengl-go-tutorials,代碼行數:46,代碼來源:lesson10.go

示例13: drawScene

func drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// Food
	for coord, _ := range food {
		gl.LoadIdentity()
		gl.Scalef(0.05, 0.05, 1)
		gl.Translatef(float32(coord.x)-5, float32(coord.y)-5, -1)

		gl.Begin(gl.QUADS)
		gl.Color3f(0.5, float32(coord.x)/10, float32(coord.y)/10)
		gl.Vertex3f(0.25, 0.75, 0)
		gl.Vertex3f(0.75, 0.75, 0)
		gl.Color3f(0.3, float32(coord.x)/10-0.2, float32(coord.y)/10-0.2)
		gl.Vertex3f(0.75, 0.25, 0)
		gl.Vertex3f(0.25, 0.25, 0)
		gl.End()
	}

	//Snake
	for _, coord := range snake.coords {
		gl.LoadIdentity()
		gl.Scalef(0.05, 0.05, 1)
		gl.Translatef(float32(coord.x)-5, float32(coord.y)-5, -1)

		gl.Begin(gl.QUADS)
		gl.Color3f(float32(coord.y)/10, float32(coord.x)/10, 0.5)
		gl.Vertex3f(0, 1, 0)
		gl.Vertex3f(1, 1, 0)
		gl.Color3f(float32(coord.y)/10-0.2, float32(coord.x)/10-0.2, 0.3)
		gl.Vertex3f(1, 0, 0)
		gl.Vertex3f(0, 0, 0)
		gl.End()
	}

	glfw.SwapBuffers()
}
開發者ID:samnardoni,項目名稱:gosnake,代碼行數:37,代碼來源:gosnake.go

示例14: drawGLScene

// Here goes our drawing code
func drawGLScene() {
	// Clear the screen and depth buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// Move left 1.5 units and into the screen 6.0 units.
	gl.LoadIdentity()
	gl.Translatef(-1.5, 0.0, -6.0)

	gl.Begin(gl.TRIANGLES)       // Draw triangles
	gl.Vertex3f(0.0, 1.0, 0.0)   // top
	gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
	gl.Vertex3f(1.0, -1.0, 0.0)  // bottom right
	gl.End()                     // finish drawing the triangle

	// Move right 3 units
	gl.Translatef(3.0, 0.0, 0.0)

	gl.Begin(gl.QUADS)           // draw quads
	gl.Vertex3f(-1.0, 1.0, 0.0)  // top left
	gl.Vertex3f(1.0, 1.0, 0.0)   // top right
	gl.Vertex3f(1.0, -1.0, 0.0)  // bottom right
	gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
	gl.End()                     // done drawing the quad

	// Draw to the screen
	sdl.GL_SwapBuffers()

	// Gather our frames per second
	frames++
	t := sdl.GetTicks()
	if t-t0 >= 5000 {
		seconds := (t - t0) / 1000.0
		fps := frames / seconds
		fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
		t0 = t
		frames = 0
	}
}
開發者ID:navneet1v,項目名稱:opengl-go-tutorials,代碼行數:39,代碼來源:lesson02.go

示例15: drawGLScene

// Here goes our drawing code
func drawGLScene() {
	// Clear the screen and depth buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// Move left 1.5 units and into the screen 6.0 units.
	gl.LoadIdentity()
	gl.Translatef(0.0, 0.0, float32(z)) // translate by z

	gl.Rotatef(float32(xrot), 1.0, 0.0, 0.0) /* Rotate On The X Axis */
	gl.Rotatef(float32(yrot), 0.0, 1.0, 0.0) /* Rotate On The Y Axis */

	/* Select Our Texture */
	gl.BindTexture(gl.TEXTURE_2D, uint(textures[filter])) // based on filter

	gl.Begin(gl.QUADS)

	// Front face
	gl.Normal3f(0.0, 0.0, 1.0) // Normal Pointing Towards Viewer
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom left
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex3f(1.0, -1.0, 1.0) // Bottom right
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex3f(1.0, 1.0, 1.0) // Top right
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex3f(-1.0, 1.0, 1.0) // Top left

	// Back Face
	gl.Normal3f(0.0, 0.0, -1.0) // Normal Pointing Away From Viewer
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom right
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex3f(-1.0, 1.0, -1.0) // Top right
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex3f(1.0, 1.0, -1.0) // Top left
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex3f(1.0, -1.0, -1.0) // Bottom left

	// Top Face
	gl.Normal3f(0.0, 1.0, 0.0) // Normal Pointing Up
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex3f(-1.0, 1.0, -1.0) // Top left
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex3f(-1.0, 1.0, 1.0) // Bottom left
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex3f(1.0, 1.0, 1.0) // Bottom right
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex3f(1.0, 1.0, -1.0) // Top right

	// Bottom Face
	gl.Normal3f(0.0, -1.0, 0.0) // Normal Pointing Down
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex3f(-1.0, -1.0, -1.0) // Top right
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex3f(1.0, -1.0, -1.0) // Top left
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex3f(1.0, -1.0, 1.0) // Bottom left
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom right

	// Right face
	gl.Normal3f(1.0, 0.0, 0.0) // Normal Pointing Right
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex3f(1.0, -1.0, -1.0) // Bottom right
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex3f(1.0, 1.0, -1.0) // Top right
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex3f(1.0, 1.0, 1.0) // Top left
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex3f(1.0, -1.0, 1.0) // Bottom left

	// Left Face
	gl.Normal3f(-1.0, 0.0, 0.0) // Normal Pointing Left
	gl.TexCoord2f(1.0, 0.0)
	gl.Vertex3f(-1.0, -1.0, -1.0) // Bottom left
	gl.TexCoord2f(0.0, 0.0)
	gl.Vertex3f(-1.0, -1.0, 1.0) // Bottom right
	gl.TexCoord2f(0.0, 1.0)
	gl.Vertex3f(-1.0, 1.0, 1.0) // Top right
	gl.TexCoord2f(1.0, 1.0)
	gl.Vertex3f(-1.0, 1.0, -1.0) // Top left

	gl.End()

	sdl.GL_SwapBuffers()

	xrot += xspeed
	yrot += yspeed

	// Gather our frames per second
	frames++
	t := sdl.GetTicks()
	if t-t0 >= 5000 {
		seconds := (t - t0) / 1000.0
		fps := frames / seconds
		fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
		t0 = t
		frames = 0
	}
//.........這裏部分代碼省略.........
開發者ID:navneet1v,項目名稱:opengl-go-tutorials,代碼行數:101,代碼來源:lesson08.go


注:本文中的github.com/banthar/gl.Vertex3f函數示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。