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int CurrentMatrix;
glGetIntegerv(GL_MATRIX_MODE,&CurrentMatrix);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
int ShadeModel;
glGetIntegerv(GL_SHADE_MODEL,&ShadeModel);
glShadeModel(GL_SMOOTH);
glBegin(GL_POLYGON);
float R=max(0.0f,m_ClearColorRed / m_CoefGradient);
float G=max(0.0f,m_ClearColorGreen / m_CoefGradient);
float B=max(0.0f,m_ClearColorBlue / m_CoefGradient);
glColor3f(R,G,B);
glVertex2f(-1,1);
glVertex2f(1,1);
R=min(1.0f,m_ClearColorRed * m_CoefGradient);
G=min(1.0f,m_ClearColorGreen * m_CoefGradient);
B=min(1.0f,m_ClearColorBlue * m_CoefGradient);
glColor3f(R,G,B);
glVertex2f(1,-1);
glVertex2f(-1,-1);
glClearDepth(10.0);
glClear(GL_DEPTH_BUFFER_BIT);
glEnd();
glShadeModel(ShadeModel);
glPopMatrix();
glMatrixMode(CurrentMatrix); |
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