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void Draw()
{
qobj = gluNewQuadric();
gluQuadricTexture(qobj,GL_TRUE);
model->GetFaces();
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW /* or GL_CCW */); //default is GL_CCW
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glPushMatrix();
glTranslatef(tx,ty,0);
glRotatef(rotx,1,0,0);
glRotatef(roty,0,1,0);
LShader.bind();
glEnable(GL_TEXTURE_2D );
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D , texture);
gluSphere(qobj,1,30,30);
int texture_location = glGetUniformLocation(LShader.GetID(), "color_texture");
glUniform1i(texture_location, texture);
gluDeleteQuadric(qobj);
glDisable(GL_TEXTURE_2D);
LShader.unbind();
glPopMatrix();
glutSwapBuffers();
};
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