Пример #1
0
func reshape(w, h int) {
	gl.Viewport(0, 0, w, h)
	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, float64(w), 0, float64(h), -1, 1)
	gl.Scalef(1, -1, 1)
	gl.Translatef(0, float32(-h), 0)
	gl.MatrixMode(gl.MODELVIEW)
}
Пример #2
0
func reshape(w, h int) {
	/* Because Gil specified "screen coordinates" (presumably with an
	   upper-left origin), this short bit of code sets up the coordinate
	   system to correspond to actual window coodrinates.  This code
	   wouldn't be required if you chose a (more typical in 3D) abstract
	   coordinate system. */

	gl.Viewport(0, 0, w, h)                       /* Establish viewing area to cover entire window. */
	gl.MatrixMode(gl.PROJECTION)                  /* Start modifying the projection matrix. */
	gl.LoadIdentity()                             /* Reset project matrix. */
	gl.Ortho(0, float64(w), 0, float64(h), -1, 1) /* Map abstract coords directly to window coords. */
	gl.Scalef(1, -1, 1)                           /* Invert Y axis so increasing Y goes down. */
	gl.Translatef(0, float32(-h), 0)              /* Shift origin up to upper-left corner. */
}
Пример #3
0
func initWindow() {
	glut.IgnoreKeyRepeat(1)

	glut.DisplayFunc(display)
	glut.VisibilityFunc(visible)
	glut.KeyboardFunc(key)
	glut.KeyboardUpFunc(keyup)
	glut.SpecialFunc(special)
	glut.SpecialUpFunc(specialup)
	glut.JoystickFunc(joystick, 100)

	gl.MatrixMode(gl.PROJECTION)
	gl.LoadIdentity()
	gl.Ortho(0, 40, 0, 40, 0, 40)
	gl.MatrixMode(gl.MODELVIEW)
	gl.PointSize(3.0)

	currentWindow = glut.GetWindow()
}