func Write0() { // if !initialized { initialize() } if !scr.UnderX() { ker.Stop(pack, 1) } C.glMatrixMode(C.GL_MODELVIEW) C.glLoadIdentity() for i := 0; i < 3; i++ { matrix[i][0] = C.GLdouble(right[i]) matrix[i][1] = C.GLdouble(top[i]) matrix[i][2] = C.GLdouble(-front[i]) } C.glMultMatrixd(&matrix[0][0]) C.glTranslated(C.GLdouble(-eye[0]), C.GLdouble(-eye[1]), C.GLdouble(-eye[2])) C.glClear(C.GL_COLOR_BUFFER_BIT + C.GL_DEPTH_BUFFER_BIT) for n := uint(0); n < MaxL; n++ { if lightInitialized[n] { ActualizeLight(n) } } C.glBegin(POINTS) nn = 0 }
//void glTranslated (float64 x, float64 y, float64 z) func Translated(x float64, y float64, z float64) { C.glTranslated(C.GLdouble(x), C.GLdouble(y), C.GLdouble(z)) }