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C++ qglScissor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qglScissor函数的典型用法代码示例。如果您正苦于以下问题:C++ qglScissor函数的具体用法?C++ qglScissor怎么用?C++ qglScissor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qglScissor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: 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2: 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3: 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4: RB_SetDefaultGLState

/*
======================
RB_SetDefaultGLState

This should initialize all GL state that any part of the entire program
may touch, including the editor.
======================
*/
void RB_SetDefaultGLState( void ) {
	int		i;

	RB_LogComment( "--- R_SetDefaultGLState ---\n" );

	qglClearDepth( 1.0f );
	qglColor4f (1,1,1,1);

	// the vertex array is always enabled
	qglEnableClientState( GL_VERTEX_ARRAY );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	qglDisableClientState( GL_COLOR_ARRAY );

	//
	// make sure our GL state vector is set correctly
	//
	memset( &backEnd.glState, 0, sizeof( backEnd.glState ) );
	backEnd.glState.forceGlState = true;

	qglColorMask( 1, 1, 1, 1 );

	qglEnable( GL_DEPTH_TEST );
	qglEnable( GL_BLEND );
	qglEnable( GL_SCISSOR_TEST );
	qglEnable( GL_CULL_FACE );
	qglDisable( GL_LIGHTING );
	qglDisable( GL_LINE_STIPPLE );
	qglDisable( GL_STENCIL_TEST );

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglDepthMask( GL_TRUE );
	qglDepthFunc( GL_ALWAYS );
 
	qglCullFace( GL_FRONT_AND_BACK );
	qglShadeModel( GL_SMOOTH );

	if ( r_useScissor.GetBool() ) {
		qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	}

	for ( i = glConfig.maxTextureUnits - 1 ; i >= 0 ; i-- ) {
		GL_SelectTexture( i );

		// object linear texgen is our default
		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 );
		qglTexGenf( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );

		GL_TexEnv( GL_MODULATE );
		qglDisable( GL_TEXTURE_2D );
		if ( glConfig.texture3DAvailable ) {
			qglDisable( GL_TEXTURE_3D );
		}
		if ( glConfig.cubeMapAvailable ) {
			qglDisable( GL_TEXTURE_CUBE_MAP_EXT );
		}
	}
}
开发者ID:albertz,项目名称:iodoom3,代码行数:67,代码来源:tr_backend.cpp


示例5: RB_ApplyScissor

/*
* RB_ApplyScissor
*/
void RB_ApplyScissor( void )
{
    int h = rb.gl.scissor[3];
    if( rb.gl.scissorChanged ) {
        rb.gl.scissorChanged = false;
        qglScissor( rb.gl.scissor[0], rb.gl.fbHeight - h - rb.gl.scissor[1], rb.gl.scissor[2], h );
    }
}
开发者ID:DenMSC,项目名称:qfusion,代码行数:11,代码来源:r_backend.c


示例6: SetViewportAndScissor

static void SetViewportAndScissor( void ) {
	GL_SetProjectionMatrix( backEnd.viewParms.projectionMatrix );

	// 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:Thehsvdude,项目名称:ioq3,代码行数:9,代码来源:tr_backend.c


示例7: RB_Scissor

/*
* RB_Scissor
*/
void RB_Scissor( int x, int y, int w, int h )
{
	qglScissor( x, rb.gl.fbHeight - h - y, w, h );

	rb.gl.scissor[0] = x;
	rb.gl.scissor[1] = y;
	rb.gl.scissor[2] = w;
	rb.gl.scissor[3] = h;
}
开发者ID:cfr,项目名称:qfusion,代码行数:12,代码来源:r_backend.c


示例8: 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9: 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10: 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11: 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


示例12: qglPushAttrib

void idGLDrawableConsole::draw(int x, int y, int w, int h) {
    qglPushAttrib( GL_ALL_ATTRIB_BITS );
    qglClearColor( 0.1f, 0.1f, 0.1f, 0.0f );
    qglScissor( 0, 0, w, h );
    qglClear( GL_COLOR_BUFFER_BIT );
    renderSystem->BeginFrame( w, h );

    console->Draw( true );

    renderSystem->EndFrame( NULL, NULL );
    qglPopAttrib();
}
开发者ID:Salamek,项目名称:Shadow-of-Dust,代码行数:12,代码来源:GLWidget.cpp


示例13: RB_STD_FogAllLights

/*
==================
RB_STD_FogAllLights
==================
*/
void RB_STD_FogAllLights( void ) {
	viewLight_t	*vLight;

	if ( r_skipFogLights.GetBool() || r_showOverDraw.GetInteger() != 0
		 || backEnd.viewDef->isXraySubview /* dont fog in xray mode*/
		 ) {
		return;
	}

	qglDisable( GL_STENCIL_TEST );

	for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
		backEnd.vLight = vLight;

		if ( !vLight->lightShader->IsFogLight() && !vLight->lightShader->IsBlendLight() ) {
			continue;
		}

#if 0 // _D3XP disabled that
		if ( r_ignore.GetInteger() ) {
			// we use the stencil buffer to guarantee that no pixels will be
			// double fogged, which happens in some areas that are thousands of
			// units from the origin
			backEnd.currentScissor = vLight->scissorRect;
			if ( r_useScissor.GetBool() ) {
				qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
					backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
					backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
					backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
			}
			qglClear( GL_STENCIL_BUFFER_BIT );

			qglEnable( GL_STENCIL_TEST );

			// only pass on the cleared stencil values
			qglStencilFunc( GL_EQUAL, 128, 255 );

			// when we pass the stencil test and depth test and are going to draw,
			// increment the stencil buffer so we don't ever draw on that pixel again
			qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
		}
#endif

		if ( vLight->lightShader->IsFogLight() ) {
			RB_FogPass( vLight->globalInteractions, vLight->localInteractions );
		} else if ( vLight->lightShader->IsBlendLight() ) {
			RB_BlendLight( vLight->globalInteractions, vLight->localInteractions );
		}
		qglDisable( GL_STENCIL_TEST );
	}

	qglEnable( GL_STENCIL_TEST );
}
开发者ID:BielBdeLuna,项目名称:dhewm3,代码行数:58,代码来源:draw_common.cpp


示例14: GL_Scissor

/*
 ==================
 GL_Scissor
 ==================
*/
void GL_Scissor (rect_t rect){

	if (glState.scissorX == rect.x && glState.scissorY == rect.y && glState.scissorWidth == rect.width && glState.scissorHeight == rect.height)
		return;

	glState.scissorX = rect.x;
	glState.scissorY = rect.y;
	glState.scissorWidth = rect.width;
	glState.scissorHeight = rect.height;

	qglScissor(rect.x, rect.y, rect.width, rect.height);
}
开发者ID:Mirrorman95,项目名称:quake-2-evolved,代码行数:17,代码来源:r_glState.c


示例15: RB_RenderViewLight

/*
==================
RB_RenderViewLight

==================
*/
static void RB_RenderViewLight(viewLight_t *vLight)
{
	backEnd.vLight = vLight;

	// do fogging later
	if (vLight->lightShader->IsFogLight()) {
		return;
	}

	if (vLight->lightShader->IsBlendLight()) {
		return;
	}

	RB_LogComment("---------- RB_RenderViewLight 0x%p ----------\n", vLight);

	// clear the stencil buffer if needed
	if (vLight->globalShadows || vLight->localShadows) {
		backEnd.currentScissor = vLight->scissorRect;

		if (r_useScissor.GetBool()) {
			qglScissor(backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
			           backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
			           backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
			           backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1);
		}

		qglClear(GL_STENCIL_BUFFER_BIT);
	} else {
		// no shadows, so no need to read or write the stencil buffer
		// we might in theory want to use GL_ALWAYS instead of disabling
		// completely, to satisfy the invarience rules
		qglStencilFunc(GL_ALWAYS, 128, 255);
	}

	backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
	RB_StencilShadowPass(vLight->globalShadows);
	RB_CreateDrawInteractions(vLight->localInteractions);
	RB_StencilShadowPass(vLight->localShadows);
	RB_CreateDrawInteractions(vLight->globalInteractions);

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

	// disable stencil testing for translucent interactions, because
	// the shadow isn't calculated at their point, and the shadow
	// behind them may be depth fighting with a back side, so there
	// isn't any reasonable thing to do
	qglStencilFunc(GL_ALWAYS, 128, 255);
	backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
	RB_CreateDrawInteractions(vLight->translucentInteractions);
}
开发者ID:AreaScout,项目名称:dante-doom3-odroid,代码行数:58,代码来源:draw_arb.cpp


示例16: RB_SetGL2D

/*
=============
RB_ScissorPic
=============
*/
const void *RB_Scissor ( const void *data ) 
{
	const scissorCommand_t	*cmd;

	cmd = (const scissorCommand_t *)data;

	if ( !backEnd.projection2D ) 
	{
		RB_SetGL2D();
	}

	if (cmd->x >= 0)
	{
		qglScissor( cmd->x,(glConfig.vidHeight - cmd->y - cmd->h),cmd->w,cmd->h);
	}
	else
	{
		qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight);
	}		

	return (const void *)(cmd + 1);
}
开发者ID:CairnTrenor,项目名称:OpenJK,代码行数:27,代码来源:tr_backend.cpp


示例17: 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18: 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19: RB_SetGL2D

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

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

	// set 2D virtual screen size
#ifdef IPHONE
	if ( glConfig.vidRotation == 90.0 || glConfig.vidRotation == 270.0 )
	{
		qglViewport ( 0, 0, glConfig.vidHeight, glConfig.vidWidth );
		qglScissor( 0, 0, glConfig.vidHeight, glConfig.vidWidth );
	}
	else
#endif // IPHONE
	{
		qglViewport ( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
		qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
	}
	qglMatrixMode(GL_PROJECTION);
    qglLoadIdentity ();
#ifdef IPHONE
	qglRotatef (glConfig.vidRotation, 0, 0, 1);
	qglTranslatef (0, 0, 0);
#endif // IPHONE
	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_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:alexander-pick,项目名称:Quake3-HD--iPAD-,代码行数:43,代码来源:tr_backend.c


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 );

// 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



注:本文中的qglScissor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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