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| GLvoid OnDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
// Set Projection Matrix
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
glOrtho (0,VIEWPORT_WIDTH,0,VIEWPORT_HEIGHT,-500,500);
// Switch to Model View Matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Draw a textured quad
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex3d(0,0,-499);
glTexCoord2f(1.0f, 0.0f);glVertex3d(0,VIEWPORT_HEIGHT,-499);
glTexCoord2f(0.0f, 0.0f);glVertex3d(VIEWPORT_WIDTH,VIEWPORT_HEIGHT,-499);
glTexCoord2f(0.0f, 1.0f);glVertex3d(VIEWPORT_WIDTH,0,-499);
glEnd();
glFlush();
cascade = (CvHaarClassifierCascade*)cvLoad( cascade_name, 0, 0, 0 );
storage = cvCreateMemStorage( 0 );
Rect=*detect_and_draw(cvLoadImage("lena.jpg"));
glTranslatef((2*(Rect.x)+Rect.width)/2,VIEWPORT_HEIGHT-(2*(Rect.y)+Rect.height)/2,0);
drawCylinder(Rect.width/2,Rect.height);
glutSwapBuffers();
} |
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