Mercurial > sdl-ios-xcode
annotate docs/html/guidevideoopengl.html @ 673:63419da96d13
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author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 08 Aug 2003 21:39:12 +0000 |
parents | 55f1f1b3e27d |
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1 <HTML |
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2 ><HEAD |
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3 ><TITLE |
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4 >Using OpenGL With SDL</TITLE |
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5 ><META |
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6 NAME="GENERATOR" |
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.64 |
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8 "><LINK |
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9 REL="HOME" |
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10 TITLE="SDL Library Documentation" |
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11 HREF="index.html"><LINK |
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12 REL="UP" |
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13 TITLE="Graphics and Video" |
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14 HREF="guidevideo.html"><LINK |
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15 REL="PREVIOUS" |
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16 TITLE="Graphics and Video" |
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17 HREF="guidevideo.html"><LINK |
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18 REL="NEXT" |
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19 TITLE="Input handling" |
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20 HREF="guideinput.html"></HEAD |
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21 ><BODY |
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22 CLASS="SECT1" |
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23 BGCOLOR="#FFF8DC" |
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24 TEXT="#000000" |
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25 LINK="#0000ee" |
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26 VLINK="#551a8b" |
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27 ALINK="#ff0000" |
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28 ><DIV |
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29 CLASS="NAVHEADER" |
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30 ><TABLE |
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31 WIDTH="100%" |
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32 BORDER="0" |
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33 CELLPADDING="0" |
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34 CELLSPACING="0" |
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35 ><TR |
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36 ><TH |
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37 COLSPAN="3" |
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38 ALIGN="center" |
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39 >SDL Library Documentation</TH |
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40 ></TR |
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41 ><TR |
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42 ><TD |
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43 WIDTH="10%" |
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44 ALIGN="left" |
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45 VALIGN="bottom" |
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46 ><A |
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47 HREF="guidevideo.html" |
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48 >Prev</A |
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49 ></TD |
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50 ><TD |
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51 WIDTH="80%" |
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52 ALIGN="center" |
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53 VALIGN="bottom" |
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54 >Chapter 2. Graphics and Video</TD |
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55 ><TD |
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56 WIDTH="10%" |
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57 ALIGN="right" |
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58 VALIGN="bottom" |
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59 ><A |
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60 HREF="guideinput.html" |
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61 >Next</A |
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62 ></TD |
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63 ></TR |
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64 ></TABLE |
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65 ><HR |
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66 ALIGN="LEFT" |
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67 WIDTH="100%"></DIV |
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68 ><DIV |
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69 CLASS="SECT1" |
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70 ><H1 |
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71 CLASS="SECT1" |
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72 ><A |
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73 NAME="GUIDEVIDEOOPENGL" |
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74 >Using OpenGL With SDL</A |
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75 ></H1 |
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76 ><P |
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77 >SDL has the ability to create and use OpenGL contexts on several platforms(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, MacOS X, FreeBSD/X11 and Solaris/X11). This allows you to use SDL's audio, event handling, threads and times in your OpenGL applications (a function often performed by GLUT).</P |
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78 ><DIV |
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79 CLASS="SECT2" |
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80 ><H2 |
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81 CLASS="SECT2" |
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82 ><A |
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83 NAME="AEN103" |
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84 >Initialisation</A |
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85 ></H2 |
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86 ><P |
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87 >Initialising SDL to use OpenGL is not very different to initialising SDL normally. There are three differences; you must pass <TT |
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88 CLASS="LITERAL" |
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89 >SDL_OPENGL</TT |
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90 > to <A |
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91 HREF="sdlsetvideomode.html" |
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92 ><TT |
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93 CLASS="FUNCTION" |
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94 >SDL_SetVideoMode</TT |
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95 ></A |
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96 >, you must specify several GL attributes (depth buffer size, framebuffer sizes) using <A |
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97 HREF="sdlglsetattribute.html" |
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98 ><TT |
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99 CLASS="FUNCTION" |
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100 >SDL_GL_SetAttribute</TT |
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101 ></A |
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102 > and finally, if you wish to use double buffering you must specify it as a GL attribute, <I |
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103 CLASS="EMPHASIS" |
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104 >not</I |
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105 > by passing the <TT |
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106 CLASS="LITERAL" |
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107 >SDL_DOUBLEBUF</TT |
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108 > flag to <TT |
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109 CLASS="FUNCTION" |
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110 >SDL_SetVideoMode</TT |
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111 >.</P |
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112 ><DIV |
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113 CLASS="EXAMPLE" |
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114 ><A |
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115 NAME="AEN114" |
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116 ></A |
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117 ><P |
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118 ><B |
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119 >Example 2-7. Initializing SDL with OpenGL</B |
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120 ></P |
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121 ><PRE |
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122 CLASS="PROGRAMLISTING" |
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123 > /* Information about the current video settings. */ |
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124 const SDL_VideoInfo* info = NULL; |
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125 /* Dimensions of our window. */ |
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126 int width = 0; |
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127 int height = 0; |
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128 /* Color depth in bits of our window. */ |
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129 int bpp = 0; |
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130 /* Flags we will pass into SDL_SetVideoMode. */ |
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131 int flags = 0; |
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132 |
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133 /* First, initialize SDL's video subsystem. */ |
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134 if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { |
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135 /* Failed, exit. */ |
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136 fprintf( stderr, "Video initialization failed: %s\n", |
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137 SDL_GetError( ) ); |
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138 quit_tutorial( 1 ); |
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139 } |
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140 |
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141 /* Let's get some video information. */ |
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142 info = SDL_GetVideoInfo( ); |
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143 |
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144 if( !info ) { |
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145 /* This should probably never happen. */ |
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146 fprintf( stderr, "Video query failed: %s\n", |
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147 SDL_GetError( ) ); |
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148 quit_tutorial( 1 ); |
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149 } |
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150 |
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151 /* |
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152 * Set our width/height to 640/480 (you would |
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153 * of course let the user decide this in a normal |
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154 * app). We get the bpp we will request from |
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155 * the display. On X11, VidMode can't change |
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156 * resolution, so this is probably being overly |
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157 * safe. Under Win32, ChangeDisplaySettings |
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158 * can change the bpp. |
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159 */ |
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160 width = 640; |
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161 height = 480; |
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162 bpp = info->vfmt->BitsPerPixel; |
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163 |
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164 /* |
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165 * Now, we want to setup our requested |
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166 * window attributes for our OpenGL window. |
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167 * We want *at least* 5 bits of red, green |
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168 * and blue. We also want at least a 16-bit |
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169 * depth buffer. |
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170 * |
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171 * The last thing we do is request a double |
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172 * buffered window. '1' turns on double |
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173 * buffering, '0' turns it off. |
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174 * |
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175 * Note that we do not use SDL_DOUBLEBUF in |
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176 * the flags to SDL_SetVideoMode. That does |
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177 * not affect the GL attribute state, only |
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178 * the standard 2D blitting setup. |
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179 */ |
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180 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 ); |
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181 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 ); |
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182 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 ); |
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183 SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); |
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184 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); |
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185 |
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186 /* |
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187 * We want to request that SDL provide us |
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188 * with an OpenGL window, in a fullscreen |
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189 * video mode. |
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190 * |
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191 * EXERCISE: |
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192 * Make starting windowed an option, and |
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193 * handle the resize events properly with |
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194 * glViewport. |
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195 */ |
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196 flags = SDL_OPENGL | SDL_FULLSCREEN; |
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197 |
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198 /* |
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199 * Set the video mode |
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200 */ |
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201 if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) { |
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202 /* |
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203 * This could happen for a variety of reasons, |
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204 * including DISPLAY not being set, the specified |
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205 * resolution not being available, etc. |
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206 */ |
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207 fprintf( stderr, "Video mode set failed: %s\n", |
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208 SDL_GetError( ) ); |
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209 quit_tutorial( 1 ); |
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210 }</PRE |
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211 ></DIV |
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212 ></DIV |
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213 ><DIV |
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214 CLASS="SECT2" |
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215 ><H2 |
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216 CLASS="SECT2" |
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217 ><A |
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218 NAME="AEN117" |
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219 >Drawing</A |
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220 ></H2 |
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221 ><P |
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222 >Apart from initialisation, using OpenGL within SDL is the same as using OpenGL |
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223 with any other API, e.g. GLUT. You still use all the same function calls and |
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224 data types. However if you are using a double-buffered display, then you must |
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225 use |
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226 <A |
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227 HREF="sdlglswapbuffers.html" |
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228 ><TT |
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229 CLASS="FUNCTION" |
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230 >SDL_GL_SwapBuffers()</TT |
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231 ></A |
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232 > |
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233 to swap the buffers and update the display. To request double-buffering |
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234 with OpenGL, use |
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235 <A |
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236 HREF="sdlglsetattribute.html" |
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237 ><TT |
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238 CLASS="FUNCTION" |
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239 >SDL_GL_SetAttribute</TT |
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240 ></A |
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241 > |
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242 with <TT |
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243 CLASS="LITERAL" |
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244 >SDL_GL_DOUBLEBUFFER</TT |
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245 >, and use |
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246 <A |
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247 HREF="sdlglgetattribute.html" |
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248 ><TT |
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249 CLASS="FUNCTION" |
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250 >SDL_GL_GetAttribute</TT |
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251 ></A |
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252 > |
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253 to see if you actually got it.</P |
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254 ><P |
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255 >A full example code listing is now presented below.</P |
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256 ><DIV |
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257 CLASS="EXAMPLE" |
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258 ><A |
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259 NAME="AEN128" |
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260 ></A |
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261 ><P |
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262 ><B |
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263 >Example 2-8. SDL and OpenGL</B |
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264 ></P |
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265 ><PRE |
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266 CLASS="PROGRAMLISTING" |
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267 >/* |
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268 * SDL OpenGL Tutorial. |
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269 * (c) Michael Vance, 2000 |
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270 * briareos@lokigames.com |
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271 * |
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272 * Distributed under terms of the LGPL. |
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273 */ |
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274 |
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275 #include <SDL/SDL.h> |
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276 #include <GL/gl.h> |
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277 #include <GL/glu.h> |
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278 |
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279 #include <stdio.h> |
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280 #include <stdlib.h> |
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281 |
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282 static GLboolean should_rotate = GL_TRUE; |
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283 |
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284 static void quit_tutorial( int code ) |
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285 { |
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286 /* |
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287 * Quit SDL so we can release the fullscreen |
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288 * mode and restore the previous video settings, |
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289 * etc. |
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290 */ |
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291 SDL_Quit( ); |
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292 |
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293 /* Exit program. */ |
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294 exit( code ); |
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295 } |
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296 |
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297 static void handle_key_down( SDL_keysym* keysym ) |
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298 { |
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299 |
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300 /* |
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301 * We're only interested if 'Esc' has |
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302 * been presssed. |
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303 * |
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304 * EXERCISE: |
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305 * Handle the arrow keys and have that change the |
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306 * viewing position/angle. |
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307 */ |
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308 switch( keysym->sym ) { |
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309 case SDLK_ESCAPE: |
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310 quit_tutorial( 0 ); |
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311 break; |
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312 case SDLK_SPACE: |
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313 should_rotate = !should_rotate; |
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314 break; |
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315 default: |
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316 break; |
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317 } |
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318 |
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319 } |
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320 |
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321 static void process_events( void ) |
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322 { |
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323 /* Our SDL event placeholder. */ |
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324 SDL_Event event; |
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325 |
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326 /* Grab all the events off the queue. */ |
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327 while( SDL_PollEvent( &event ) ) { |
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328 |
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329 switch( event.type ) { |
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330 case SDL_KEYDOWN: |
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331 /* Handle key presses. */ |
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332 handle_key_down( &event.key.keysym ); |
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333 break; |
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334 case SDL_QUIT: |
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335 /* Handle quit requests (like Ctrl-c). */ |
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336 quit_tutorial( 0 ); |
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337 break; |
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338 } |
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339 |
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340 } |
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341 |
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342 } |
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343 |
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344 static void draw_screen( void ) |
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345 { |
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346 /* Our angle of rotation. */ |
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347 static float angle = 0.0f; |
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348 |
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349 /* |
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350 * EXERCISE: |
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351 * Replace this awful mess with vertex |
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352 * arrays and a call to glDrawElements. |
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353 * |
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354 * EXERCISE: |
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355 * After completing the above, change |
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356 * it to use compiled vertex arrays. |
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357 * |
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358 * EXERCISE: |
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359 * Verify my windings are correct here ;). |
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360 */ |
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361 static GLfloat v0[] = { -1.0f, -1.0f, 1.0f }; |
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362 static GLfloat v1[] = { 1.0f, -1.0f, 1.0f }; |
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363 static GLfloat v2[] = { 1.0f, 1.0f, 1.0f }; |
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364 static GLfloat v3[] = { -1.0f, 1.0f, 1.0f }; |
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365 static GLfloat v4[] = { -1.0f, -1.0f, -1.0f }; |
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366 static GLfloat v5[] = { 1.0f, -1.0f, -1.0f }; |
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367 static GLfloat v6[] = { 1.0f, 1.0f, -1.0f }; |
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368 static GLfloat v7[] = { -1.0f, 1.0f, -1.0f }; |
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369 static GLubyte red[] = { 255, 0, 0, 255 }; |
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370 static GLubyte green[] = { 0, 255, 0, 255 }; |
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Added new docs for SDL 1.2.1
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371 static GLubyte blue[] = { 0, 0, 255, 255 }; |
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Added new docs for SDL 1.2.1
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372 static GLubyte white[] = { 255, 255, 255, 255 }; |
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Added new docs for SDL 1.2.1
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373 static GLubyte yellow[] = { 0, 255, 255, 255 }; |
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Added new docs for SDL 1.2.1
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374 static GLubyte black[] = { 0, 0, 0, 255 }; |
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Added new docs for SDL 1.2.1
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375 static GLubyte orange[] = { 255, 255, 0, 255 }; |
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Added new docs for SDL 1.2.1
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376 static GLubyte purple[] = { 255, 0, 255, 0 }; |
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Added new docs for SDL 1.2.1
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377 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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378 /* Clear the color and depth buffers. */ |
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Added new docs for SDL 1.2.1
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379 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
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Added new docs for SDL 1.2.1
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380 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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381 /* We don't want to modify the projection matrix. */ |
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Added new docs for SDL 1.2.1
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382 glMatrixMode( GL_MODELVIEW ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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383 glLoadIdentity( ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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384 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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385 /* Move down the z-axis. */ |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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386 glTranslatef( 0.0, 0.0, -5.0 ); |
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Added new docs for SDL 1.2.1
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387 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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388 /* Rotate. */ |
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Added new docs for SDL 1.2.1
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389 glRotatef( angle, 0.0, 1.0, 0.0 ); |
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Added new docs for SDL 1.2.1
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390 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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391 if( should_rotate ) { |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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392 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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393 if( ++angle > 360.0f ) { |
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Added new docs for SDL 1.2.1
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394 angle = 0.0f; |
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Added new docs for SDL 1.2.1
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395 } |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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396 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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397 } |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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398 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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399 /* Send our triangle data to the pipeline. */ |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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400 glBegin( GL_TRIANGLES ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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parents:
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401 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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402 glColor4ubv( red ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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403 glVertex3fv( v0 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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parents:
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404 glColor4ubv( green ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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405 glVertex3fv( v1 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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406 glColor4ubv( blue ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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407 glVertex3fv( v2 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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408 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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409 glColor4ubv( red ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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410 glVertex3fv( v0 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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411 glColor4ubv( blue ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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parents:
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412 glVertex3fv( v2 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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parents:
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413 glColor4ubv( white ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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414 glVertex3fv( v3 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
415 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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416 glColor4ubv( green ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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417 glVertex3fv( v1 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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418 glColor4ubv( black ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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419 glVertex3fv( v5 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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parents:
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420 glColor4ubv( orange ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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421 glVertex3fv( v6 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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422 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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423 glColor4ubv( green ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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424 glVertex3fv( v1 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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425 glColor4ubv( orange ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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426 glVertex3fv( v6 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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427 glColor4ubv( blue ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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428 glVertex3fv( v2 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
429 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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430 glColor4ubv( black ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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431 glVertex3fv( v5 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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parents:
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432 glColor4ubv( yellow ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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parents:
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433 glVertex3fv( v4 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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434 glColor4ubv( purple ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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435 glVertex3fv( v7 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
436 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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changeset
|
437 glColor4ubv( black ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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438 glVertex3fv( v5 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
439 glColor4ubv( purple ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
440 glVertex3fv( v7 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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441 glColor4ubv( orange ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
442 glVertex3fv( v6 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
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|
443 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
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|
444 glColor4ubv( yellow ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
445 glVertex3fv( v4 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
446 glColor4ubv( red ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
447 glVertex3fv( v0 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
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|
448 glColor4ubv( white ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
449 glVertex3fv( v3 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
450 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
451 glColor4ubv( yellow ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
452 glVertex3fv( v4 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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changeset
|
453 glColor4ubv( white ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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|
454 glVertex3fv( v3 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
455 glColor4ubv( purple ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
456 glVertex3fv( v7 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
457 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
458 glColor4ubv( white ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
459 glVertex3fv( v3 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
460 glColor4ubv( blue ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
461 glVertex3fv( v2 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
462 glColor4ubv( orange ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
463 glVertex3fv( v6 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
464 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
465 glColor4ubv( white ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
466 glVertex3fv( v3 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
467 glColor4ubv( orange ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
468 glVertex3fv( v6 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
469 glColor4ubv( purple ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
470 glVertex3fv( v7 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
471 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
472 glColor4ubv( green ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
473 glVertex3fv( v1 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
474 glColor4ubv( red ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
475 glVertex3fv( v0 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
476 glColor4ubv( yellow ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
477 glVertex3fv( v4 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
478 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
479 glColor4ubv( green ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
480 glVertex3fv( v1 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
481 glColor4ubv( yellow ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
482 glVertex3fv( v4 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
483 glColor4ubv( black ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
484 glVertex3fv( v5 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
485 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
486 glEnd( ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
487 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
diff
changeset
|
488 /* |
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489 * EXERCISE: |
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490 * Draw text telling the user that 'Spc' |
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491 * pauses the rotation and 'Esc' quits. |
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492 * Do it using vetors and textured quads. |
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493 */ |
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494 |
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495 /* |
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496 * Swap the buffers. This this tells the driver to |
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497 * render the next frame from the contents of the |
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498 * back-buffer, and to set all rendering operations |
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499 * to occur on what was the front-buffer. |
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500 * |
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501 * Double buffering prevents nasty visual tearing |
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502 * from the application drawing on areas of the |
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503 * screen that are being updated at the same time. |
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504 */ |
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505 SDL_GL_SwapBuffers( ); |
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506 } |
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507 |
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508 static void setup_opengl( int width, int height ) |
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509 { |
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510 float ratio = (float) width / (float) height; |
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511 |
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512 /* Our shading model--Gouraud (smooth). */ |
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513 glShadeModel( GL_SMOOTH ); |
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514 |
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515 /* Culling. */ |
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516 glCullFace( GL_BACK ); |
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517 glFrontFace( GL_CCW ); |
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518 glEnable( GL_CULL_FACE ); |
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519 |
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520 /* Set the clear color. */ |
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521 glClearColor( 0, 0, 0, 0 ); |
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522 |
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523 /* Setup our viewport. */ |
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524 glViewport( 0, 0, width, height ); |
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525 |
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526 /* |
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527 * Change to the projection matrix and set |
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528 * our viewing volume. |
55f1f1b3e27d
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529 */ |
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530 glMatrixMode( GL_PROJECTION ); |
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parents:
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531 glLoadIdentity( ); |
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532 /* |
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533 * EXERCISE: |
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534 * Replace this with a call to glFrustum. |
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535 */ |
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536 gluPerspective( 60.0, ratio, 1.0, 1024.0 ); |
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537 } |
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538 |
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539 int main( int argc, char* argv[] ) |
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540 { |
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541 /* Information about the current video settings. */ |
55f1f1b3e27d
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542 const SDL_VideoInfo* info = NULL; |
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543 /* Dimensions of our window. */ |
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544 int width = 0; |
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545 int height = 0; |
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546 /* Color depth in bits of our window. */ |
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547 int bpp = 0; |
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548 /* Flags we will pass into SDL_SetVideoMode. */ |
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549 int flags = 0; |
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550 |
55f1f1b3e27d
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|
551 /* First, initialize SDL's video subsystem. */ |
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552 if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { |
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553 /* Failed, exit. */ |
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554 fprintf( stderr, "Video initialization failed: %s\n", |
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|
555 SDL_GetError( ) ); |
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556 quit_tutorial( 1 ); |
55f1f1b3e27d
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|
557 } |
55f1f1b3e27d
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|
558 |
55f1f1b3e27d
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parents:
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|
559 /* Let's get some video information. */ |
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parents:
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560 info = SDL_GetVideoInfo( ); |
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561 |
55f1f1b3e27d
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diff
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|
562 if( !info ) { |
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563 /* This should probably never happen. */ |
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564 fprintf( stderr, "Video query failed: %s\n", |
55f1f1b3e27d
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565 SDL_GetError( ) ); |
55f1f1b3e27d
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|
566 quit_tutorial( 1 ); |
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parents:
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|
567 } |
55f1f1b3e27d
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parents:
diff
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|
568 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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parents:
diff
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|
569 /* |
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parents:
diff
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|
570 * Set our width/height to 640/480 (you would |
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Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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571 * of course let the user decide this in a normal |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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572 * app). We get the bpp we will request from |
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parents:
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573 * the display. On X11, VidMode can't change |
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parents:
diff
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|
574 * resolution, so this is probably being overly |
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parents:
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|
575 * safe. Under Win32, ChangeDisplaySettings |
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576 * can change the bpp. |
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Sam Lantinga <slouken@lokigames.com>
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577 */ |
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578 width = 640; |
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|
579 height = 480; |
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580 bpp = info->vfmt->BitsPerPixel; |
55f1f1b3e27d
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581 |
55f1f1b3e27d
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diff
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|
582 /* |
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diff
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|
583 * Now, we want to setup our requested |
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Added new docs for SDL 1.2.1
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584 * window attributes for our OpenGL window. |
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Sam Lantinga <slouken@lokigames.com>
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585 * We want *at least* 5 bits of red, green |
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Sam Lantinga <slouken@lokigames.com>
parents:
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|
586 * and blue. We also want at least a 16-bit |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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parents:
diff
changeset
|
587 * depth buffer. |
55f1f1b3e27d
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|
588 * |
55f1f1b3e27d
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parents:
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589 * The last thing we do is request a double |
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parents:
diff
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590 * buffered window. '1' turns on double |
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Sam Lantinga <slouken@lokigames.com>
parents:
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591 * buffering, '0' turns it off. |
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|
592 * |
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593 * Note that we do not use SDL_DOUBLEBUF in |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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|
594 * the flags to SDL_SetVideoMode. That does |
55f1f1b3e27d
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parents:
diff
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|
595 * not affect the GL attribute state, only |
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parents:
diff
changeset
|
596 * the standard 2D blitting setup. |
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parents:
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|
597 */ |
55f1f1b3e27d
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598 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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599 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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diff
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|
600 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 ); |
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parents:
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601 SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); |
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Added new docs for SDL 1.2.1
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|
602 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); |
55f1f1b3e27d
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parents:
diff
changeset
|
603 |
55f1f1b3e27d
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parents:
diff
changeset
|
604 /* |
55f1f1b3e27d
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parents:
diff
changeset
|
605 * We want to request that SDL provide us |
55f1f1b3e27d
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parents:
diff
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606 * with an OpenGL window, in a fullscreen |
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Sam Lantinga <slouken@lokigames.com>
parents:
diff
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|
607 * video mode. |
55f1f1b3e27d
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Sam Lantinga <slouken@lokigames.com>
parents:
diff
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|
608 * |
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Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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609 * EXERCISE: |
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Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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610 * Make starting windowed an option, and |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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parents:
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611 * handle the resize events properly with |
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Added new docs for SDL 1.2.1
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parents:
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612 * glViewport. |
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parents:
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613 */ |
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614 flags = SDL_OPENGL | SDL_FULLSCREEN; |
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Added new docs for SDL 1.2.1
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615 |
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parents:
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616 /* |
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617 * Set the video mode |
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618 */ |
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Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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619 if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) { |
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|
620 /* |
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parents:
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|
621 * This could happen for a variety of reasons, |
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parents:
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622 * including DISPLAY not being set, the specified |
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623 * resolution not being available, etc. |
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624 */ |
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625 fprintf( stderr, "Video mode set failed: %s\n", |
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626 SDL_GetError( ) ); |
55f1f1b3e27d
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627 quit_tutorial( 1 ); |
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628 } |
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629 |
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630 /* |
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631 * At this point, we should have a properly setup |
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632 * double-buffered window for use with OpenGL. |
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633 */ |
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634 setup_opengl( width, height ); |
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635 |
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636 /* |
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637 * Now we want to begin our normal app process-- |
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638 * an event loop with a lot of redrawing. |
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639 */ |
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640 while( 1 ) { |
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Added new docs for SDL 1.2.1
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641 /* Process incoming events. */ |
55f1f1b3e27d
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642 process_events( ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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643 /* Draw the screen. */ |
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parents:
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644 draw_screen( ); |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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645 } |
55f1f1b3e27d
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646 |
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|
647 /* |
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diff
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|
648 * EXERCISE: |
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parents:
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649 * Record timings using SDL_GetTicks() and |
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parents:
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650 * and print out frames per second at program |
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651 * end. |
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|
652 */ |
55f1f1b3e27d
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Sam Lantinga <slouken@lokigames.com>
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|
653 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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|
654 /* Never reached. */ |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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655 return 0; |
55f1f1b3e27d
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|
656 }</PRE |
55f1f1b3e27d
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657 ></DIV |
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parents:
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658 ></DIV |
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parents:
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659 ></DIV |
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660 ><DIV |
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661 CLASS="NAVFOOTER" |
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662 ><HR |
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663 ALIGN="LEFT" |
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664 WIDTH="100%"><TABLE |
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665 WIDTH="100%" |
55f1f1b3e27d
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666 BORDER="0" |
55f1f1b3e27d
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667 CELLPADDING="0" |
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668 CELLSPACING="0" |
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669 ><TR |
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670 ><TD |
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671 WIDTH="33%" |
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672 ALIGN="left" |
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673 VALIGN="top" |
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674 ><A |
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675 HREF="guidevideo.html" |
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676 >Prev</A |
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677 ></TD |
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678 ><TD |
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679 WIDTH="34%" |
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680 ALIGN="center" |
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681 VALIGN="top" |
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682 ><A |
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683 HREF="index.html" |
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684 >Home</A |
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685 ></TD |
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686 ><TD |
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687 WIDTH="33%" |
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688 ALIGN="right" |
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689 VALIGN="top" |
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690 ><A |
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|
691 HREF="guideinput.html" |
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692 >Next</A |
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693 ></TD |
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694 ></TR |
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695 ><TR |
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696 ><TD |
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697 WIDTH="33%" |
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698 ALIGN="left" |
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699 VALIGN="top" |
55f1f1b3e27d
Added new docs for SDL 1.2.1
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700 >Graphics and Video</TD |
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701 ><TD |
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702 WIDTH="34%" |
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703 ALIGN="center" |
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704 VALIGN="top" |
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Added new docs for SDL 1.2.1
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705 ><A |
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706 HREF="guidevideo.html" |
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Added new docs for SDL 1.2.1
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707 >Up</A |
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|
708 ></TD |
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709 ><TD |
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710 WIDTH="33%" |
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Added new docs for SDL 1.2.1
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711 ALIGN="right" |
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712 VALIGN="top" |
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Added new docs for SDL 1.2.1
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713 >Input handling</TD |
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Added new docs for SDL 1.2.1
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|
714 ></TR |
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Added new docs for SDL 1.2.1
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|
715 ></TABLE |
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716 ></DIV |
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717 ></BODY |
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718 ></HTML |
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|
719 > |