Added paging example and reverted basic example back to it's previous state.
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@@ -7,9 +7,6 @@ using namespace std;
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OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_uBeginIndex(0)
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,m_uEndIndex(0)
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,noOfIndices(0)
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,m_xRotation(0)
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,m_yRotation(0)
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{
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@@ -17,12 +14,6 @@ OpenGLWidget::OpenGLWidget(QWidget *parent)
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void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterialNormal>& surfaceMesh)
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{
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if((surfaceMesh.getNoOfIndices() == 0) || (surfaceMesh.getNoOfVertices() == 0))
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{
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//We don't have a valid mesh
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return;
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}
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//Convienient access to the vertices and indices
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const vector<uint32_t>& vecIndices = surfaceMesh.getIndices();
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const vector<PositionMaterialNormal>& vecVertices = surfaceMesh.getVertices();
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@@ -41,7 +32,6 @@ void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMat
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m_uBeginIndex = 0;
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m_uEndIndex = vecIndices.size();
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noOfIndices = surfaceMesh.getNoOfIndices();
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}
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void OpenGLWidget::initializeGL()
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@@ -80,29 +70,23 @@ void OpenGLWidget::resizeGL(int w, int h)
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//Set up the projection matrix
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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float frustumSize = 128.0f * 1.7f; //Half the volume diagonal
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float frustumSize = 32.0f; //Half the volume size
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float aspect = static_cast<float>(width()) / static_cast<float>(height());
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glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 10.0, 10000);
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glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 1.0, 1000);
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}
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void OpenGLWidget::paintGL()
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{
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if(noOfIndices == 0)
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{
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//Nothing to render
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return;
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}
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//Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//Set up the viewing transformation
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f,0.0f,-5000.0f); //Centre volume and move back
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glTranslatef(0.0f,0.0f,-100.0f); //Centre volume and move back
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glRotatef(m_xRotation, 1.0f, 0.0f, 0.0f);
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glRotatef(m_yRotation, 0.0f, 1.0f, 0.0f);
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glTranslatef(-128.0f,-128.0f,-128.0f); //Centre volume and move back
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glTranslatef(-32.0f,-32.0f,-32.0f); //Centre volume and move back
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//Bind the index buffer
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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