mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 08:02:36 +00:00
Pack everything as f*? It renders!
This commit is contained in:
16
i-mic-fps.rb
16
i-mic-fps.rb
@@ -1,17 +1,17 @@
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require 'opengl'
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require "opengl"
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require 'glu'
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require "glu"
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require "gosu"
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require "gosu"
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case OpenGL.get_platform
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case OpenGL.get_platform
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when :OPENGL_PLATFORM_WINDOWS
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when :OPENGL_PLATFORM_WINDOWS
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OpenGL.load_lib('opengl32.dll', 'C:/Windows/System32')
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OpenGL.load_lib("opengl32.dll", "C:/Windows/System32")
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GLU.load_lib('GLU32.dll', 'C:/Windows/System32')
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GLU.load_lib("GLU32.dll", "C:/Windows/System32")
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when :OPENGL_PLATFORM_MACOSX
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when :OPENGL_PLATFORM_MACOSX
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OpenGL.load_lib('libGL.dylib', '/System/Library/Frameworks/OpenGL.framework/Libraries')
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OpenGL.load_lib("libGL.dylib", "/System/Library/Frameworks/OpenGL.framework/Libraries")
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GLU.load_lib('libGLU.dylib', '/System/Library/Frameworks/OpenGL.framework/Libraries')
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GLU.load_lib("libGLU.dylib", "/System/Library/Frameworks/OpenGL.framework/Libraries")
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when :OPENGL_PLATFORM_LINUX
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when :OPENGL_PLATFORM_LINUX
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OpenGL.load_lib('libGL.so', '/usr/lib/x86_64-linux-gnu')
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OpenGL.load_lib("libGL.so", "/usr/lib/x86_64-linux-gnu")
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GLU.load_lib('libGLU.so', '/usr/lib/x86_64-linux-gnu')
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GLU.load_lib("libGLU.so", "/usr/lib/x86_64-linux-gnu")
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else
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else
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raise RuntimeError, "Unsupported platform."
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raise RuntimeError, "Unsupported platform."
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end
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end
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@@ -41,13 +41,18 @@ class IMICFPS
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end
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end
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end
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end
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def draw(x, y, z, scale = MODEL_METER_SCALE, back_face_culling = true)
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def handleGlError
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e = glGetError()
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e = glGetError()
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if e != GL_NO_ERROR
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if e != GL_NO_ERROR
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$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
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$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
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exit
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exit
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end
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end
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end
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def draw(x, y, z, scale = MODEL_METER_SCALE, back_face_culling = true)
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handleGlError
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render(x,y,z, scale, back_face_culling)
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render(x,y,z, scale, back_face_culling)
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handleGlError
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end
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end
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def render(x,y,z, scale, back_face_culling)
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def render(x,y,z, scale, back_face_culling)
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@@ -82,10 +87,10 @@ class IMICFPS
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# material = vert[3]
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# material = vert[3]
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#
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#
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# glColor3f(material.diffuse.red, material.diffuse.green, material.diffuse.blue)
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# glColor3f(material.diffuse.red, material.diffuse.green, material.diffuse.blue)
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# glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [material.ambient.red, material.ambient.green, material.ambient.blue, 1.0].pack("f*"))
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# # glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [material.ambient.red, material.ambient.green, material.ambient.blue, 1.0].pack("f*"))
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# glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [material.diffuse.red, material.diffuse.green, material.diffuse.blue, 1.0].pack("f*"))
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# # glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [material.diffuse.red, material.diffuse.green, material.diffuse.blue, 1.0].pack("f*"))
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# glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [material.specular.red, material.specular.green, material.specular.blue, 1.0].pack("f*"))
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# # glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [material.specular.red, material.specular.green, material.specular.blue, 1.0].pack("f*"))
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# glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, [10.0].pack("f*"))
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# # glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, [10.0].pack("f*"))
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# glNormal3f(normal.x, normal.y, normal.z) # Don't scale normals
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# glNormal3f(normal.x, normal.y, normal.z) # Don't scale normals
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# glVertex3f(vertex.x, vertex.y, vertex.z)
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# glVertex3f(vertex.x, vertex.y, vertex.z)
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# end
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# end
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@@ -32,7 +32,7 @@ class IMICFPS
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end
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end
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@vertices_list_size = list.size
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@vertices_list_size = list.size
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@vertices_list = list.pack("i*")
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@vertices_list = list.pack("f*")
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end
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end
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return @vertices_list
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return @vertices_list
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@@ -42,6 +42,44 @@ class IMICFPS
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@vertices_list_size
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@vertices_list_size
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end
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end
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def flattened_textures
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unless @textures_list
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list = []
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@faces.each do |face|
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[face[1]].each do |v|
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next unless v
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list << v.x
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list << v.y
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end
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end
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@textures_list_size = list.size
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@textures_list = list.pack("f*")
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end
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return @textures_list
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end
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def flattened_normals
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unless @normals_list
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list = []
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@faces.each do |face|
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[face[2]].each do |v|
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next unless v
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list << v.x
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list << v.y
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list << v.z
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# list << v.weight
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end
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end
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@normals_list_size = list.size
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@normals_list = list.pack("f*")
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end
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return @normals_list
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end
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def flattened_materials
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def flattened_materials
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unless @materials_list
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unless @materials_list
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list = []
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list = []
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@@ -59,49 +97,11 @@ class IMICFPS
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end
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end
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@materials_list_size = list.size
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@materials_list_size = list.size
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@materials_list = list.pack("i*")
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@materials_list = list.pack("f*")
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end
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end
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return @materials_list
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return @materials_list
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end
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end
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def flattened_normals
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unless @normals_list
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list = []
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@faces.each do |face|
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[face[2]].each do |v|
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next unless v
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list << v.x
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list << v.y
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list << v.z
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# list << v.weight
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end
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end
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@normals_list_size = list.size
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@normals_list = list.pack("i*")
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end
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return @normals_list
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end
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def flattened_textures
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unless @textures_list
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list = []
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@faces.each do |face|
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[face[1]].each do |v|
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next unless v
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list << v.x
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list << v.y
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end
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end
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@textures_list_size = list.size
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@textures_list = list.pack("i*")
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end
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return @textures_list
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end
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end
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end
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end
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end
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end
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end
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@@ -64,9 +64,9 @@ class IMICFPS
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#glMatrixMode(matrix) indicates that following [matrix] is going to get used
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#glMatrixMode(matrix) indicates that following [matrix] is going to get used
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glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
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glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
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glLoadIdentity # Resets current modelview matrix
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glLoadIdentity # Resets current modelview matrix
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# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
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# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
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gluPerspective(90.0, width / height, 0.1, 1000.0)
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gluPerspective(90.0, width / height, 0.1, 1000.0)
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glLoadIdentity
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glLoadIdentity
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