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#define BUFFER_OFFSET(i) ((char*)NULL + (i))
static const GLsizeiptr PositionSize = 24 * 3 * sizeof(GLfloat);
static const GLfloat PositionData[] =
{
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f
};
static const GLsizeiptr ColorSize = 24 * 3 * sizeof(GLubyte);
static const GLubyte ColorData[] =
{
255, 0, 0,
255, 0, 0,
255, 0, 0,
255, 0, 0,
0, 255, 0,
0, 255, 0,
0, 255, 0,
0, 255, 0,
0, 0, 255,
0, 0, 255,
0, 0, 255,
0, 0, 255,
255, 0, 255,
255, 0, 255,
255, 0, 255,
255, 0, 255,
0, 255, 255,
0, 255, 255,
0, 255, 255,
0, 255, 255,
255, 255, 0,
255, 255, 0,
255, 255, 0,
255, 255, 0
};
static const GLsizeiptr TextureSize = 24 * 2 * sizeof(GLfloat);
static const GLfloat TextureData[] =
{
0.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 0.0f
};
static GLuint BufferName;
static const GLsizei VertexCount = 24;
void Begin()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70.0f, 640.0f / 480.0f, 0.1f, 100.0f);
//glEnable(GL_DEPTH_TEST);
gluLookAt(0.0,-4.0,2.0, 0.0,0.0,0.0, 0.0,0.0,1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//glTranslatef(0.0f, 0.0f,-4.0f);
glGenBuffers(1, &BufferName);
}
void End()
{
glDeleteBuffers(1, &BufferName);
}
void Render()
{
glClear(GL_COLOR_BUFFER_BIT);
glBindBuffer(GL_ARRAY_BUFFER, BufferName);
glBufferData(GL_ARRAY_BUFFER, ColorSize + PositionSize + TextureSize, 0, GL_STREAM_DRAW); //
glBufferSubData(GL_ARRAY_BUFFER, 0, ColorSize, ColorData);
glBufferSubData(GL_ARRAY_BUFFER, ColorSize, PositionSize, PositionData);
glBufferSubData(GL_ARRAY_BUFFER, ColorSize + PositionSize, TextureSize, TextureData);
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(ColorSize));
glTexCoordPointer(2, GL_FLOAT, 0, BUFFER_OFFSET(ColorSize + PositionSize));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_QUADS, 0, VertexCount);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
} |
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