2011年6月4日星期六

an OpenGL pipeline simulation routines source code


Effect:



GLObject.cpp:


// Static definition of object's vertices
GLpoint OBJ_VERTICES [] = {

     {(float)54.111641, (float)-0.007899, (float)37.141083},
     {(float)55.552414, (float)-5.571973, (float)41.828125},
     {(float)53.201775, (float)-9.007742, (float)47.965961},
     {(float)47.957581, (float)-9.002861, (float)53.210155},
     {(float)41.822945, (float)-5.559192, (float)55.557594},
     {(float)37.141083, (float)0.007900, (float)54.111641},
     {(float)35.700310, (float)5.571973, (float)49.424599},
     {(float)38.050949, (float)9.007742, (float)43.286762},
     {(float)43.295143, (float)9.002861, (float)38.042568},

 ....



// Static definition of the object's faces
GLFace OBJ_FACES[] = {
     {0, 11, 12},
     {0, 12, 1},
     {1, 12, 13},
     {1, 13, 2},
....

Q: How do I make a flat pipeline in a "dynamic" way?

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