Renamed these files, restructured with GLUT support.
This commit is contained in:
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0341d3d05e
commit
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4 changed files with 0 additions and 502 deletions
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@ -1,67 +0,0 @@
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/**************************************************************************
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* tkglkey.c -- handle tkgl keyboard events
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*
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* Written by Curtis Olson, started May 1997.
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*
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* $Id$
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* (Log is kept at end of this file)
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**************************************************************************/
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#include <stdio.h>
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/* assumes -I/usr/include/mesa in compile command */
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#include "gltk.h"
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#include "gltkkey.h"
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#include "../aircraft/aircraft.h"
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/* Handle keyboard events */
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GLenum key(int k, GLenum mask) {
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struct control_params *c;
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c = ¤t_aircraft.controls;
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switch (k) {
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case TK_UP:
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c->elev -= 0.1;
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return GL_TRUE;
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case TK_DOWN:
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c->elev += 0.1;
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return GL_TRUE;
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case TK_LEFT:
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c->aileron += 0.01;
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return GL_TRUE;
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case TK_RIGHT:
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c->aileron -= 0.01;
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return GL_TRUE;
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case 1 /* TK_END */:
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c->rudder -= 0.01;
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return GL_TRUE;
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case 2 /* TK_PGDWN */:
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c->rudder += 0.01;
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return GL_TRUE;
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case TK_a:
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c->throttle[0] -= 0.05;
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return GL_TRUE;
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case TK_s:
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c->throttle[0] += 0.05;
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case TK_ESCAPE:
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tkQuit();
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}
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printf("Key hit = %d\n", k);
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return GL_FALSE;
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}
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/* $Log$
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/* Revision 1.2 1997/05/19 18:22:41 curt
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/* Parameter tweaking ... starting to stub in fog support.
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/*
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* Revision 1.1 1997/05/16 16:05:51 curt
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* Initial revision.
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*
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*/
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@ -1,36 +0,0 @@
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/**************************************************************************
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* tkglkey.h -- handle tkgl keyboard events
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*
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* Written by Curtis Olson, started May 1997.
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*
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* $Id$
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* (Log is kept at end of this file)
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**************************************************************************/
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#ifndef TKGLKEY_H
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#define TKGLKEY_H
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#ifdef MESA
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/* assumes -I/usr/include/mesa in compile command */
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#include "gltk.h"
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#else
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#include <GL/gl.h>
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#endif
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/* Handle keyboard events */
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GLenum key(int k, GLenum mask);
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#endif TKGLKEY_H
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/* $Log$
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/* Revision 1.2 1997/05/17 00:17:34 curt
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/* Trying to stub in support for standard OpenGL.
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/*
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* Revision 1.1 1997/05/16 16:05:53 curt
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* Initial revision.
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*
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*/
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278
Main/gltkmain.c
278
Main/gltkmain.c
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/**************************************************************************
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* gltkmain.c -- top level sim routines
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*
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* Written by Curtis Olson for Mesa (OpenGL), started May 1997.
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*
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* $Id$
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* (Log is kept at end of this file)
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**************************************************************************/
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <sys/time.h>
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#ifdef MESA
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/* assumes -I/usr/include/mesa in compile command */
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#include "gltk.h"
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#else
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#include <GL/gl.h>
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/* #include "aux.h" */
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#endif
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#include "gltkkey.h"
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#include "../aircraft/aircraft.h"
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#include "../scenery/scenery.h"
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/* This a record containing all the info for the aircraft currently
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being operated */
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struct aircraft_params current_aircraft;
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/* temporary hack */
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extern struct mesh *mesh_ptr;
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/* Function prototypes */
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GLint make_mesh();
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static void draw_mesh();
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/* view parameters */
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static GLfloat win_ratio = 1.0;
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/* pointer to terrain mesh structure */
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static GLint mesh;
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/* init_view() -- Setup view parameters */
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static void init_view() {
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/* if the 4th field is 0.0, this specifies a direction ... */
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static GLfloat pos[4] = {-3.0, 1.0, 3.0, 0.0 };
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static GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1.0};
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static GLfloat local_view[] = { 0.0 };
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glLightfv( GL_LIGHT0, GL_POSITION, pos );
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glEnable( GL_CULL_FACE );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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/**/glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
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glEnable( GL_DEPTH_TEST );
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/**/glDepthFunc(GL_LEQUAL);
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/* glEnable( GL_FOG );
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glFogi (GL_FOG_MODE, GL_LINEAR);
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glFogf (GL_FOG_START, 1.0);
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glFogf (GL_FOG_END, 100.0);
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glFogfv (GL_FOG_COLOR, fogColor);
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glFogf (GL_FOG_DENSITY, 0.35);
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glHint (GL_FOG_HINT, GL_DONT_CARE);
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*/
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glClearColor(0.6, 0.6, 0.9, 1.0);
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}
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/* init_scene() -- build all objects */
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static void init_scene() {
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/* make terrain mesh */
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mesh = make_mesh();
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/* If enabled, normal vectors specified with glNormal are scaled
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to unit length after transformation. See glNormal. */
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glEnable( GL_NORMALIZE );
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}
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/* create the terrain mesh */
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GLint make_mesh() {
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GLint mesh;
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mesh = mesh_to_ogl(mesh_ptr);
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return(mesh);
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}
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/* create the terrain mesh */
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GLint make_mesh_old() {
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GLint mesh;
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static GLfloat color[4] = { 0.3, 0.7, 0.2, 1.0 };
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mesh = glGenLists(1);
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glNewList(mesh, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
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glShadeModel( GL_FLAT ); /* glShadeModel( GL_SMOOTH ); */
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glBegin(GL_POLYGON);
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glVertex3f(-10.0, -10.0, 0.0);
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glVertex3f(0.0, -10.0, 0.0);
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glVertex3f(0.0, 0.0, 1.0);
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glVertex3f(-10.0, 0.0, 1.0);
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glEnd();
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glBegin(GL_POLYGON);
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glVertex3f(-10.0, 0.0, 1.0);
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glVertex3f(0.0, 0.0, 1.0);
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glVertex3f(0.0, 10.0, 0.0);
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glVertex3f(-10.0, 10.0, 0.0);
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glEnd();
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glBegin(GL_POLYGON);
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glVertex3f(0.0, 0.0, 0.0);
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glVertex3f(10.0, 0.0, 2.0);
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glVertex3f(10.0, 10.0, 2.0);
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glVertex3f(0.0, 10.0, 0.0);
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glEnd();
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glBegin(GL_POLYGON);
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glVertex3f(0.0, -10.0, -1.0);
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glVertex3f(10.0, -10.0, 0.0);
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glVertex3f(10.0, 0.0, -1.0);
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glVertex3f(0.0, 0.0, 0.0);
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glEnd();
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glEndList();
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return(mesh);
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}
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/* update the view volume */
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static void update_view() {
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struct flight_params *f;
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f = ¤t_aircraft.flight;
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/* Tell GL we are about to modify the projection parameters */
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0, 1.0/win_ratio, 1.0, 6000.0);
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gluLookAt(f->pos_x, f->pos_y, f->pos_z,
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f->pos_x + cos(f->Psi), f->pos_y + sin(f->Psi), f->pos_z,
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0.0, 0.0, 1.0);
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}
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/* draw the scene */
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static void draw_scene( void ) {
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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/* update view volume parameters */
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update_view();
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/* Tell GL we are switching to model view parameters */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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/* glTranslatef(0.0, 0.0, -5.0); */
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glPushMatrix();
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/* draw terrain mesh */
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draw_mesh();
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glPopMatrix();
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tkSwapBuffers();
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}
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/* draw the terrain mesh */
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static void draw_mesh() {
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glCallList(mesh);
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}
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/* What should we do when we have nothing else to do? How about get
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* ready for the next move?*/
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static void idle( void )
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{
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slew_update();
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aircraft_debug(1);
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draw_scene();
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}
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/* new window size or exposure */
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static void reshape( int width, int height ) {
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/* Do this so we can call reshape(0,0) ourselves without having to know
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* what the values of width & height are. */
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if ( (height > 0) && (width > 0) ) {
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win_ratio = (GLfloat) height / (GLfloat) width;
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}
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/* Inform gl of our view window size */
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glViewport(0, 0, (GLint)width, (GLint)height);
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update_view();
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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}
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/**************************************************************************
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* Main ...
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**************************************************************************/
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int main( int argc, char *argv[] ) {
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/* parse the scenery file */
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parse_scenery(argv[1]);
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/* Define initial window size */
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tkInitPosition(0, 0, 640, 400);
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/* Define Display Parameters */
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tkInitDisplayMode( TK_RGB | TK_DEPTH | TK_DOUBLE | TK_DIRECT );
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/* Initialize the main window */
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if (tkInitWindow("Terrain Demo") == GL_FALSE) {
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tkQuit();
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}
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/* setup view parameters */
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init_view();
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/* build all objects */
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init_scene();
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/* Set initial position and slew parameters */
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/* slew_init(-398391.3, 120070.4, 244, 3.1415); */ /* GLOBE Airport */
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slew_init(-398673.28,120625.64, 53, 4.38);
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/* call reshape() on expose events */
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tkExposeFunc( reshape );
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/* call reshape() on window resizes */
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tkReshapeFunc( reshape );
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/* call key() on keyboard event */
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tkKeyDownFunc( key );
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/* call idle() whenever there is nothing else to do */
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tkIdleFunc( idle );
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/* draw the scene */
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tkDisplayFunc( draw_scene );
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/* pass control off to the tk event handler */
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tkExec();
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return(0);
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}
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/* $Log$
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/* Revision 1.3 1997/05/19 18:22:42 curt
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/* Parameter tweaking ... starting to stub in fog support.
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/*
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* Revision 1.2 1997/05/17 00:17:34 curt
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* Trying to stub in support for standard OpenGL.
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*
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* Revision 1.1 1997/05/16 16:05:52 curt
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* Initial revision.
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*
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*/
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121
Main/mesh2ogl.c
121
Main/mesh2ogl.c
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/**************************************************************************
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* mesh2ogl.c -- walk through a mesh data structure and make ogl calls
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*
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* Written by Curtis Olson, started May 1997.
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*
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* $Id$
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* (Log is kept at end of this file)
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**************************************************************************/
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/* assumes -I/usr/include/mesa in compile command */
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#include "gltk.h"
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#include "../scenery/mesh.h"
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#include "mat3.h"
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/* Sets the first vector to be the cross-product of the last two
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vectors. */
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static void mat3_cross_product(float result_vec[3], register float vec1[3],
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register float vec2[3]) {
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float tempvec[3];
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register float *temp = tempvec;
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temp[0] = vec1[1] * vec2[2] - vec1[2] * vec2[1];
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temp[1] = vec1[2] * vec2[0] - vec1[0] * vec2[2];
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temp[2] = vec1[0] * vec2[1] - vec1[1] * vec2[0];
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MAT3_COPY_VEC(result_vec, temp);
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}
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/* walk through mesh and make ogl calls */
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GLint mesh_to_ogl(struct mesh *m) {
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GLint mesh;
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static GLfloat color[4] = { 0.3, 0.7, 0.2, 1.0 };
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float x1, y1, x2, y2, z11, z12, z21, z22;
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float v1[3], v2[3], normal[3];
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int i, j, istep, jstep, iend, jend;
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float temp;
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istep = jstep = 4; /* Detail level 1 -- 1200 ... */
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mesh = glGenLists(1);
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glNewList(mesh, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
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glShadeModel( GL_FLAT ); /* glShadeModel( GL_SMOOTH ); */
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iend = m->cols - 1;
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jend = m->rows - 1;
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y1 = m->originy;
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y2 = y1 + (m->col_step * istep);
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for ( i = 0; i < iend; i += istep ) {
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x1 = m->originx;
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x2 = x1 + (m->row_step * jstep);
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for ( j = 0; j < jend; j += jstep ) {
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z11 = 0.03 * m->mesh_data[j * m->rows + i ];
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z12 = 0.03 * m->mesh_data[j * m->rows + (i+istep)];
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z21 = 0.03 * m->mesh_data[(j+jstep) * m->rows + i ];
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z22 = 0.03 * m->mesh_data[(j+jstep) * m->rows + (i+istep)];
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/* printf("x1 = %f y1 = %f\n", x1, y1);
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printf("x2 = %f y2 = %f\n", x2, y2);
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printf("z11 = %f z12 = %f z21 = %f z22 = %f\n",
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z11, z12, z21, z22); */
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v1[0] = x2 - x1; v1[1] = 0; v1[2] = z21 - z11;
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v2[0] = x2 - x1; v2[1] = y2 - y1; v2[2] = z22 - z11;
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mat3_cross_product(normal, v1, v2);
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MAT3_NORMALIZE_VEC(normal,temp);
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glNormal3fv(normal);
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glBegin(GL_POLYGON);
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glVertex3f(x1, y1, z11);
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glVertex3f(x2, y1, z21);
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glVertex3f(x2, y2, z22);
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/* printf("(%f, %f, %f)\n", x1, y1, z11);
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printf("(%f, %f, %f)\n", x2, y1, z21);
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printf("(%f, %f, %f)\n", x2, y2, z22); */
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glEnd();
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v1[0] = x2 - x1; v1[1] = y2 - y1; v1[2] = z22 - z11;
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v2[0] = 0; v2[1] = y2 - y1; v2[2] = z12 - z11;
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mat3_cross_product(normal, v1, v2);
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MAT3_NORMALIZE_VEC(normal,temp);
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glNormal3fv(normal);
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glBegin(GL_POLYGON);
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glVertex3f(x1, y1, z11);
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glVertex3f(x2, y2, z22);
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glVertex3f(x1, y2, z12);
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/* printf("(%f, %f, %f)\n", x1, y1, z11);
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printf("(%f, %f, %f)\n", x2, y2, z22);
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printf("(%f, %f, %f)\n", x1, y2, z12); */
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glEnd();
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x1 = x2;
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x2 = x1 + (m->row_step * jstep);
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}
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y1 = y2;
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y2 = y1 + (m->col_step * istep);
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}
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glEndList();
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return(mesh);
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}
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/* $Log$
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/* Revision 1.3 1997/05/19 18:22:42 curt
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/* Parameter tweaking ... starting to stub in fog support.
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/*
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||||
* Revision 1.2 1997/05/17 00:17:35 curt
|
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* Trying to stub in support for standard OpenGL.
|
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*
|
||||
* Revision 1.1 1997/05/16 16:05:52 curt
|
||||
* Initial revision.
|
||||
*
|
||||
*/
|
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Reference in a new issue