func display() { gl.Clear(gl.COLOR_BUFFER_BIT) bitmap_output(40, 35, "This is written in a GLUT bitmap font.", glut.BITMAP_TIMES_ROMAN_24) bitmap_output(30, 210, "More bitmap text is a fixed 9 by 15 font.", glut.BITMAP_9_BY_15) bitmap_output(70, 240, " Helvetica is yet another bitmap font.", glut.BITMAP_HELVETICA_18) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() glu.Perspective(40.0, 1.0, 0.1, 20.0) gl.MatrixMode(gl.MODELVIEW) gl.PushMatrix() glu.LookAt(0.0, 0.0, 4.0, /* eye is at (0,0,30) */ 0.0, 0.0, 0.0, /* center is at (0,0,0) */ 0.0, 1.0, 0.0) /* up is in postivie Y direction */ gl.PushMatrix() gl.Translatef(0, 0, -4) gl.Rotatef(50, 0, 1, 0) stroke_output(-2.5, 1.1, " This is written in a", glut.STROKE_ROMAN) stroke_output(-2.5, 0, " GLUT stroke font.", glut.STROKE_ROMAN) stroke_output(-2.5, -1.1, "using 3D perspective.", glut.STROKE_ROMAN) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.PopMatrix() gl.MatrixMode(gl.PROJECTION) gl.PopMatrix() gl.MatrixMode(gl.MODELVIEW) gl.Flush() }
func general_render(s *list.List, c *camera) { gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) gl.PushMatrix() //gl.Translatef(float32(c.X), float32(c.Y), float32(c.Z)) glu.LookAt(c.pos.X, c.pos.Y, c.pos.Z, c.front.X, c.front.Y, c.front.Z, c.top.X, c.top.Y, c.top.Z) for e := s.Front(); e != nil; e = e.Next() { gl.PushMatrix() v := e.Value.(*sprite) v.render() gl.PopMatrix() } gl.PopMatrix() }