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C++ qglMatrixMode函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了qglMatrixMode函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: RB_BindStageTexture

/*
======================
RB_BindStageTexture
======================
*/
void RB_BindStageTexture( const float *shaderRegisters, const textureStage_t *texture, const drawSurf_t *surf ) {
	// image
	RB_BindVariableStageImage( texture, shaderRegisters );

	// texgens
	if ( texture->texgen == TG_DIFFUSE_CUBE ) {
		qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->normal.ToFloatPtr() );
	}
	if ( texture->texgen == TG_SKYBOX_CUBE || texture->texgen == TG_WOBBLESKY_CUBE ) {
		qglTexCoordPointer( 3, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
	}
	if ( texture->texgen == TG_REFLECT_CUBE ) {
		qglEnable( GL_TEXTURE_GEN_S );
		qglEnable( GL_TEXTURE_GEN_T );
		qglEnable( GL_TEXTURE_GEN_R );
		qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
		qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
		qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
		qglEnableClientState( GL_NORMAL_ARRAY );
		qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->normal.ToFloatPtr() );

		qglMatrixMode( GL_TEXTURE );
		float	mat[16];

		R_TransposeGLMatrix( backEnd.viewDef->worldSpace.modelViewMatrix, mat );

		qglLoadMatrixf( mat );
		qglMatrixMode( GL_MODELVIEW );
	}

	// matrix
	if ( texture->hasMatrix ) {
		RB_LoadShaderTextureMatrix( shaderRegisters, texture );
	}
}
开发者ID:0culus,项目名称:Doom3-for-MacOSX-,代码行数:40,代码来源:tr_render.cpp


示例2: RB_LeaveDepthHack

/*
===============
RB_LeaveDepthHack
===============
*/
void RB_LeaveDepthHack() {
	qglDepthRange( 0, 1 );

	qglMatrixMode(GL_PROJECTION);
	qglLoadMatrixf( backEnd.viewDef->projectionMatrix );
	qglMatrixMode(GL_MODELVIEW);
}
开发者ID:0culus,项目名称:Doom3-for-MacOSX-,代码行数:12,代码来源:tr_render.cpp


示例3: RB_FinishStageTexture

/*
======================
RB_FinishStageTexture
======================
*/
void RB_FinishStageTexture( const textureStage_t *texture, const drawSurf_t *surf ) {
	if ( texture->texgen == TG_DIFFUSE_CUBE || texture->texgen == TG_SKYBOX_CUBE 
		|| texture->texgen == TG_WOBBLESKY_CUBE ) {
		qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), 
			(void *)&(((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->st) );
	}

	if ( texture->texgen == TG_REFLECT_CUBE ) {
		qglDisable( GL_TEXTURE_GEN_S );
		qglDisable( GL_TEXTURE_GEN_T );
		qglDisable( GL_TEXTURE_GEN_R );
		qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
		qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
		qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
		qglDisableClientState( GL_NORMAL_ARRAY );

		qglMatrixMode( GL_TEXTURE );
		qglLoadIdentity();
		qglMatrixMode( GL_MODELVIEW );
	}

	if ( texture->hasMatrix ) {
		qglMatrixMode( GL_TEXTURE );
		qglLoadIdentity();
		qglMatrixMode( GL_MODELVIEW );
	}
}
开发者ID:0culus,项目名称:Doom3-for-MacOSX-,代码行数:32,代码来源:tr_render.cpp


示例4: RB_SetGL2D

/*
================
RB_SetGL2D

================
*/
void    RB_SetGL2D(void)
{
	backEnd.projection2D = qtrue;

	// set 2D virtual screen size
	qglViewport(0, 0, glConfig.vidWidth, glConfig.vidHeight);
	qglScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
	qglMatrixMode(GL_PROJECTION);
	qglLoadIdentity();
	qglOrtho(0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);
	qglMatrixMode(GL_MODELVIEW);
	qglLoadIdentity();

	GL_State(GLS_DEPTHTEST_DISABLE |
	         GLS_SRCBLEND_SRC_ALPHA |
	         GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);

	qglDisable(GL_FOG);   //----(SA)    added

	qglDisable(GL_CULL_FACE);
	qglDisable(GL_CLIP_PLANE0);

	// set time for 2D shaders
	backEnd.refdef.time = ri.Milliseconds();
	backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
}
开发者ID:Diskutant,项目名称:RTCW-SP,代码行数:32,代码来源:tr_backend.c


示例5: RB_SetGL2D

/*
================
RB_SetGL2D

================
*/
void	RB_SetGL2D (void) {
	if ( tess.numIndexes | tess.numVertexes )
		Com_Printf(" Going 2d with verts?" );
	backEnd.projection2D = qtrue;
	backEnd.currentModel = 0;
	
	// set 2D virtual screen size
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglMatrixMode(GL_PROJECTION);
    qglLoadIdentity ();
	qglOrtho (0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);
	qglMatrixMode(GL_MODELVIEW);
    qglLoadIdentity ();

	GL_State( GLS_DEPTHTEST_DISABLE |
			  GLS_SRCBLEND_SRC_ALPHA |
			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

	GL_Cull( CT_TWO_SIDED );
	qglDisable( GL_CLIP_PLANE0 );

	// set time for 2D shaders
//	tess.shaderTime = ri.Milliseconds();
}
开发者ID:entdark,项目名称:q3mme,代码行数:31,代码来源:tr_backend.c


示例6: RB_LoadShaderTextureMatrix

/*
======================
RB_LoadShaderTextureMatrix
======================
*/
void RB_LoadShaderTextureMatrix( const float *shaderRegisters, const textureStage_t *texture ) {
	float	matrix[16];

	RB_GetShaderTextureMatrix( shaderRegisters, texture, matrix );
	qglMatrixMode( GL_TEXTURE );
	qglLoadMatrixf( matrix );
	qglMatrixMode( GL_MODELVIEW );
}
开发者ID:0culus,项目名称:Doom3-for-MacOSX-,代码行数:13,代码来源:tr_render.cpp


示例7: RB_STD_LightScale

/*
==================
RB_STD_LightScale

Perform extra blending passes to multiply the entire buffer by
a floating point value
==================
*/
void RB_STD_LightScale( void ) {
	float	v, f;

	if ( backEnd.overBright == 1.0f ) {
		return;
	}

	if ( r_skipLightScale.GetBool() ) {
		return;
	}

	// the scissor may be smaller than the viewport for subviews
	if ( r_useScissor.GetBool() ) {
		qglScissor( backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1,
			backEnd.viewDef->viewport.y1 + backEnd.viewDef->scissor.y1,
			backEnd.viewDef->scissor.x2 - backEnd.viewDef->scissor.x1 + 1,
			backEnd.viewDef->scissor.y2 - backEnd.viewDef->scissor.y1 + 1 );
		backEnd.currentScissor = backEnd.viewDef->scissor;
	}

	// full screen blends
	qglLoadIdentity();
	qglMatrixMode( GL_PROJECTION );
	qglPushMatrix();
	qglLoadIdentity();
	qglOrtho( 0, 1, 0, 1, -1, 1 );

	GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_SRC_COLOR );
	GL_Cull( CT_TWO_SIDED );	// so mirror views also get it
	globalImages->BindNull();
	qglDisable( GL_DEPTH_TEST );
	qglDisable( GL_STENCIL_TEST );

	v = 1;
	while ( idMath::Fabs( v - backEnd.overBright ) > 0.01 ) {	// a little extra slop
		f = backEnd.overBright / v;
		f /= 2;
		if ( f > 1 ) {
			f = 1;
		}
		qglColor3f( f, f, f );
		v = v * f * 2;

		qglBegin( GL_QUADS );
		qglVertex2f( 0,0 );
		qglVertex2f( 0,1 );
		qglVertex2f( 1,1 );
		qglVertex2f( 1,0 );
		qglEnd();
	}


	qglPopMatrix();
	qglEnable( GL_DEPTH_TEST );
	qglMatrixMode( GL_MODELVIEW );
	GL_Cull( CT_FRONT_SIDED );
}
开发者ID:BielBdeLuna,项目名称:dhewm3,代码行数:65,代码来源:draw_common.cpp


示例8: R_BloomScreen

/*
=================
R_BloomScreen
=================
*/
void R_BloomScreen( void )
{
	if( !r_bloom->integer )
		return;
	if(r_bloom_sky_only->integer)
		return;
	if ( backEnd.doneBloom )
		return;
	if ( !backEnd.doneSurfaces )
		return;
	backEnd.doneBloom = qtrue;
	if( !bloom.started ) {
		R_Bloom_InitTextures();
		if( !bloom.started )
			return;
	}

	if ( !backEnd.projection2D )
		RB_SetGL2D();
#if 0
	// set up full screen workspace
	GL_TexEnv( GL_MODULATE );
	qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	qglMatrixMode( GL_PROJECTION );
    qglLoadIdentity ();
	qglOrtho( 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 );
	qglMatrixMode( GL_MODELVIEW );
    qglLoadIdentity ();

	GL_Cull( CT_TWO_SIDED );
#endif

	qglColor4f( 1, 1, 1, 1 );

	//Backup the old screen in a texture
	R_Bloom_BackupScreen();
	// create the bloom texture using one of a few methods
	if(r_bloom_cascade->integer)
		R_Bloom_Cascaded();
	else
		R_Bloom_WarsowEffect ();
//	R_Bloom_CreateEffect();
	// restore the screen-backup to the screen
	R_Bloom_RestoreScreen();
	// Do the final pass using the bloom texture for the final effect
	R_Bloom_DrawEffect ();

// 	LEILEI - Lens Bloom Hack
//		The concept of this is to inverse the coordinates on both X and Y,
//		then scale outward using the offset value applied, as well as the modulated color
//		applied to give a rainbow streak effect.  Most effective with high bloom darkness
//		values.
	if(r_bloom_reflection->integer)
	R_Bloom_LensEffect ();
}
开发者ID:lrq3000,项目名称:openarena_engine,代码行数:61,代码来源:tr_bloom.c


示例9: SetViewportAndScissor

void SetViewportAndScissor( void ) {
	qglMatrixMode(GL_PROJECTION);
	qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
	qglMatrixMode(GL_MODELVIEW);

	// set the window clipping
	qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, 
		backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
	qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, 
		backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
}
开发者ID:CairnTrenor,项目名称:OpenJK,代码行数:11,代码来源:tr_backend.cpp


示例10: RB_EnterModelDepthHack

/*
===============
RB_EnterModelDepthHack
===============
*/
void RB_EnterModelDepthHack( float depth ) {
	float matrix[16];
	qglDepthRange( 0.0f, 1.0f );
	memcpy( matrix, backEnd.viewDef->projectionMatrix, sizeof( matrix ) );

	matrix[14] -= depth;

	qglMatrixMode( GL_PROJECTION );
	qglLoadMatrixf( matrix );
	qglMatrixMode( GL_MODELVIEW );
}
开发者ID:RobertBeckebans,项目名称:Sikkpin-Breadcrumps-src,代码行数:16,代码来源:tr_render.cpp


示例11: RB_EnterWeaponDepthHack

/*
===============
RB_EnterWeaponDepthHack
===============
*/
void RB_EnterWeaponDepthHack() {
	float matrix[16];
	qglDepthRange( 0.0f, 0.5f );
	memcpy( matrix, backEnd.viewDef->projectionMatrix, sizeof( matrix ) );

	matrix[14] *= 0.25f;

	qglMatrixMode( GL_PROJECTION );
	qglLoadMatrixf( matrix );
	qglMatrixMode( GL_MODELVIEW );
}
开发者ID:RobertBeckebans,项目名称:Sikkpin-Breadcrumps-src,代码行数:16,代码来源:tr_render.cpp


示例12: SetViewportAndScissor

static void SetViewportAndScissor( void ) {
	qglMatrixMode(GL_PROJECTION);
	qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
	qglMatrixMode(GL_MODELVIEW);

	// set the window clipping
	qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, 
		backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
	qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, 
		backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
	Matrix4Copy(backEnd.viewParms.projectionMatrix, glState.currentProjectionMatrix);
	Matrix4Multiply(glState.currentProjectionMatrix, glState.currentModelViewMatrix, glState.currentModelViewProjectionMatrix);
}
开发者ID:lrq3000,项目名称:openarena_engine,代码行数:13,代码来源:tr_backend.c


示例13: qglViewport

void idGLDrawableView::draw(int x, int y, int w, int h)
{
    int i;
    renderView_t	refdef;
    const idMaterial		*mat = material;

    if (mat)
    {
        qglViewport(x, y, w, h);
        qglScissor(x, y, w, h);
        qglMatrixMode(GL_PROJECTION);
        qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
        qglClear(GL_COLOR_BUFFER_BIT);

        UpdateLights();

        // render it
        renderSystem->BeginFrame(w, h);

        memset( &refdef, 0, sizeof( refdef ) );

        UpdateCamera( &refdef );

        // Copy global shaderparms to view
        for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ )
        {
            refdef.shaderParms[ i ] = globalParms[ i ];
        }

        refdef.width = SCREEN_WIDTH;
        refdef.height = SCREEN_HEIGHT;
        refdef.fov_x = 90;
        refdef.fov_y = 2 * atan((float)h / w) * idMath::M_RAD2DEG;

        refdef.time = eventLoop->Milliseconds();

        world->RenderScene( &refdef );

        if ( showLights )
        {
            drawLights( &refdef );
        }

        renderSystem->EndFrame( NULL, NULL );

        world->DebugClearLines( refdef.time );

        qglMatrixMode( GL_MODELVIEW );
        qglLoadIdentity();
    }
}
开发者ID:revelator,项目名称:Revelator-Doom3,代码行数:51,代码来源:MaterialPreviewView.cpp


示例14: GetDC

void idGLWidget::OnPaint()
{

    if (!initialized)
    {
        CDC *dc = GetDC();
        QEW_SetupPixelFormat(dc->m_hDC);
        ReleaseDC(dc);
        initialized = true;
    }
    CPaintDC dc(this); // device context for painting

    CRect rect;
    GetClientRect(rect);

    if (!qwglMakeCurrent(dc.m_hDC, win32.hGLRC))
    {
    }

    qglViewport(0, 0, rect.Width(), rect.Height());
    qglScissor(0, 0, rect.Width(), rect.Height());
    qglMatrixMode(GL_PROJECTION);
    qglLoadIdentity();
    qglClearColor (0.4f, 0.4f, 0.4f, 0.7f);
    qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


    qglDisable(GL_DEPTH_TEST);
    qglDisable(GL_BLEND);
    qglOrtho(0, rect.Width(), 0, rect.Height(), -256, 256);

    if (drawable)
    {
        drawable->draw(1, 1, rect.Width()-1, rect.Height()-1);
    }
    else
    {
        qglViewport(0, 0, rect.Width(), rect.Height());
        qglScissor(0, 0, rect.Width(), rect.Height());
        qglMatrixMode(GL_PROJECTION);
        qglLoadIdentity();
        qglClearColor (0.4f, 0.4f, 0.4f, 0.7f);
        qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    }

    qwglSwapBuffers(dc);
    qglFlush();
    qwglMakeCurrent(win32.hDC, win32.hGLRC);

}
开发者ID:revelator,项目名称:Revelator-Doom3,代码行数:50,代码来源:GLWidget.cpp


示例15: qglMatrixMode

void CMistyFog2::Render(CWorldEffectsSystem *system)
{
	if (mFadeAlpha <= 0.0)
	{
		return;
	}

	qglMatrixMode(GL_PROJECTION);
	qglPushMatrix();
    qglLoadIdentity ();
	MYgluPerspective (80.0,  1.0,  4,  2048.0);

	qglMatrixMode(GL_MODELVIEW);
	qglPushMatrix();
    qglLoadIdentity ();
    qglRotatef (-90,  1, 0, 0);	    // put Z going up
    qglRotatef (90,  0, 0, 1);	    // put Z going up
    qglRotatef (0,  1, 0, 0);
    qglRotatef (-90,  0, 1, 0);
    qglRotatef (-90,  0, 0, 1);

	qglDisable(GL_TEXTURE_2D);
	GL_State(GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_ONE);
	qglShadeModel (GL_SMOOTH);

	qglColorPointer(4, GL_FLOAT, 0, mColors);
	qglEnableClientState(GL_COLOR_ARRAY);

	qglVertexPointer( 3, GL_FLOAT, 0, mVerts );
	qglEnableClientState(GL_VERTEX_ARRAY);

	if (qglLockArraysEXT) 
	{
		qglLockArraysEXT(0, MISTYFOG_HEIGHT*MISTYFOG_WIDTH);
	}
	qglDrawElements(GL_QUADS, (MISTYFOG_HEIGHT-1)*(MISTYFOG_WIDTH-1)*4, GL_UNSIGNED_INT, mIndexes);
	if ( qglUnlockArraysEXT ) 
	{
		qglUnlockArraysEXT();
	}

	qglDisableClientState(GL_COLOR_ARRAY);
//	qglDisableClientState(GL_VERTEX_ARRAY);	 backend doesn't ever re=enable this properly

	qglPopMatrix();
	qglMatrixMode(GL_PROJECTION);
	qglPopMatrix();
	qglMatrixMode(GL_MODELVIEW);	// bug somewhere in the backend which requires this
}
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:49,代码来源:tr_worldeffects.cpp


示例16: RB_RenderWorldEffects

void RB_RenderWorldEffects(void)
{
	float					elapseTime = backEnd.refdef.frametime / 1000.0;

	if (tr.refdef.rdflags & RDF_NOWORLDMODEL || !tr.world || CL_IsRunningInGameCinematic()) 
	{	//  no world rendering or no world
		return;
	}

	SetViewportAndScissor();
	qglMatrixMode(GL_MODELVIEW);
//	qglPushMatrix();
	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );

	originContents = ri.CM_PointContents(backEnd.viewParms.or.origin, 0);

	if (rainSystem)
	{
		rainSystem->Update(elapseTime);
		rainSystem->Render();
	}

	if (snowSystem)
	{
		snowSystem->Update(elapseTime);
		snowSystem->Render();
	}

//	qglMatrixMode(GL_MODELVIEW);
//	qglPopMatrix();
}
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:31,代码来源:tr_worldeffects.cpp


示例17: GL_LoadIdentity

/*
 ==================
 GL_LoadIdentity
 ==================
*/
void GL_LoadIdentity (uint mode){

	switch (mode){
	case GL_PROJECTION:
		if (glState.projectionMatrixIdentity)
			return;
		glState.projectionMatrixIdentity = true;

		break;
	case GL_MODELVIEW:
		if (glState.modelviewMatrixIdentity)
			return;
		glState.modelviewMatrixIdentity = true;

		break;
	case GL_TEXTURE:
		if (glState.textureMatrixIdentity[glState.texUnit])
			return;
		glState.textureMatrixIdentity[glState.texUnit] = true;

		break;
	}

	qglMatrixMode(mode);
	qglLoadIdentity();
}
开发者ID:Mirrorman95,项目名称:quake-2-evolved,代码行数:31,代码来源:r_glState.c


示例18: SetViewportAndScissor

static void SetViewportAndScissor( void ) {
	qglMatrixMode( GL_PROJECTION );
	qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
	qglMatrixMode( GL_MODELVIEW );

	// set the window clipping
	qglViewport(    backEnd.viewParms.viewportX,
					backEnd.viewParms.viewportY,
					backEnd.viewParms.viewportWidth,
					backEnd.viewParms.viewportHeight );

// TODO: insert handling for widescreen?  (when looking through camera)
	qglScissor(     backEnd.viewParms.viewportX,
					backEnd.viewParms.viewportY,
					backEnd.viewParms.viewportWidth,
					backEnd.viewParms.viewportHeight );
}
开发者ID:NewsNoobDude,项目名称:RTCW-SP-linux,代码行数:17,代码来源:tr_backend.c


示例19: RB_SetGL2D

/*
=============
RB_SetGL2D

This is not used by the normal game paths, just by some tools
=============
*/
void RB_SetGL2D( void ) {
	// set 2D virtual screen size
	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	if ( r_useScissor.GetBool() ) {
		qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	}
	qglMatrixMode( GL_PROJECTION );
    qglLoadIdentity();
	qglOrtho( 0, 640, 480, 0, 0, 1 );		// always assume 640x480 virtual coordinates
	qglMatrixMode( GL_MODELVIEW );
    qglLoadIdentity();

	GL_State( GLS_DEPTHFUNC_ALWAYS |
			  GLS_SRCBLEND_SRC_ALPHA |
			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );

	GL_Cull( CT_TWO_SIDED );

	qglDisable( GL_DEPTH_TEST );
	qglDisable( GL_STENCIL_TEST );
}
开发者ID:albertz,项目名称:iodoom3,代码行数:28,代码来源:tr_backend.cpp


示例20: SetViewportAndScissor

static void SetViewportAndScissor( void ) {
	qglMatrixMode(GL_PROJECTION);
	qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
	qglMatrixMode(GL_MODELVIEW);

	// set the window clipping
	qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, 
		backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );

    if(r_subviewScissor->integer)
    {
        qglScissor( backEnd.viewParms.scissorMinX, backEnd.viewParms.scissorMinY, 
            backEnd.viewParms.scissorMaxX - backEnd.viewParms.scissorMinX, 
            backEnd.viewParms.scissorMaxY - backEnd.viewParms.scissorMinY );
    }
    else
    {
        qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, 
            backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
    }
}
开发者ID:asvo,项目名称:quake3.gpl.old,代码行数:21,代码来源:tr_backend.c



注:本文中的qglMatrixMode函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C++ qglPolygonMode函数代码示例发布时间:2022-05-30
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