glLoadIdentity(); // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,1.3333f,0.1f,1000.0f); glMatrixMode(GL_MODELVIEW); // Set The Blending Function For Translucency ...
The current matrix (see glMatrixMode) is multiplied by this scale matrix, and the product replaces the current matrix as if glScale were called with the following matrix as its argument: ( x 0 0 0 ...
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)width/(GLfloat)...
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/* 定义GLUT的reshape函数,w、h分别是输出图形的窗口的宽和高*/ void reshape (int w, int h) { glViewport (0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode (GL_PROJECTION); glLoadIdentity ( ); if (w ) ...
glMatrixMode glPushMatrix , glPopMatrix glPushAttrib , glPopAttrib glPushName , glPopName glInitName glLoadName 1.GL 函数库(续) =============================== 显示列表 -------------------------...
SBE306B-作业3-摄像机移动 ... glMatrixMode (GL_PROJECTION); gluPerspective ( 65.0 , (GLfloat)1024 / (GLfloat)869, 1.0, 60.0); 并在显示函数的gluLookAt添加gluLookAt函数 全局变量 double eye[] = { 0
glLoadIdentity(); //矩阵堆栈清空 gluOrtho2D(-1.5*R*w/h,1.5*R*w/h,-1.5*R,1.5*R); //设置裁剪窗口大小 glViewport(0,0,w,h); //设置视区大小 glMatrixMode(GL_MODELVIEW); //模型矩阵模式 }
//这个函数其实就是对接下来要做什么进行一下声明 GL_MODELVIEW 模型视图 glLoadIdentity(); glPushMatrix();// 提供了相应的接口 { glRotatef(AngleX, 1.0f, 0.0f, 0.0f); glRotatef(AngleY, 0.0f, 1.0f, ...
glLoadIdentity(); gluOrtho2D(0.0, 50.0,0.0,50.0); glMatrixMode(GL_MODELVIEW); } void display() { GLfloat vertices[3][3] = {{0.0,0.0,0.0}, {25.0, 50.0,0.0}, {50.0,0.0,0.0}}; // an arbitrary triangle ...
glLoadIdentity(); // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,1.3333f,0.1f,1000.0f); glMatrixMode(GL_MODELVIEW); // Set The Blending Function For Translucency ...
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The current matrix (see glMatrixMode) is multiplied by this scale matrix, and the product replaces the current matrix as if glScale were called with the following matrix as its argument: ( x 0 0 0 ...
glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(40.0,aspect,5.0,1000.0); } void CMFCFrame1View::OnDraw(CDC* pDC) { CMFCFrame1Doc* pDoc = GetDocument(); ASSERT_VALID(pDoc); // ...
glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w ) glOrtho(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0); else glOrtho(-2.0 * (GLfloat) w / ...
//对齐像素字节函数 glGenTextures(1,texName); //第一个参数指定表明获取多少个连续的纹理标识符 glBindTexture(GL_TEXTURE_2D , *texName); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); ...
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)width/(GLfloat)...
glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w ) glOrtho(-3.5, 3.5, -3.5*(GLfloat)h / (GLfloat)w, 3.5*(GLfloat)h / (GLfloat)w, -3.5, 3.5); else glOrtho(-3.5*(GLfloat)w / (GLfloat)h, 3.5*...
glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0,499.0,0.0,499.0); } void main(int argc,char **argv) { /* standard GLUT initialization */ glutInit(&argc, argv); ...
部分源代码: ... gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -3.0f); gl.glRotatef(mAngle, 0, 1, 0); gl.glRotatef(mAngle*0.25f, 1, 0, 0); gl.
本文实例为大家分享了OpenGL绘制直线和圆的具体代码,供大家参考,具体内容如下 #include #include <math.h> static int i=1; void Initial(void) { glClearColor(1.0f, 1.0f, 1.0f, 1.0f); //设置窗口...