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Standalone View
source/blender/editors/space_view3d/view3d_draw.c
| Context not available. | |||||
| glEnable(GL_BLEND); | glEnable(GL_BLEND); | ||||
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||
| glShadeModel(GL_SMOOTH); | |||||
| glPointSize(5); | glPointSize(5); | ||||
| glEnable(GL_POINT_SMOOTH); | glEnable(GL_POINT_SMOOTH); | ||||
| glDepthMask(0); /* don't overwrite zbuf */ | glDepthMask(0); /* don't overwrite zbuf */ | ||||
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| glLoadIdentity(); | glLoadIdentity(); | ||||
| glColor4f(0.0f, 0.0f, 0.0f, 1.0f); | glColor4f(0.0f, 0.0f, 0.0f, 1.0f); | ||||
| } | } | ||||
| // Draw world | |||||
| glEnable(GL_DEPTH_TEST); | glEnable(GL_DEPTH_TEST); | ||||
| glDepthFunc(GL_ALWAYS); | glDepthFunc(GL_ALWAYS); | ||||
| glShadeModel(GL_SMOOTH); | |||||
| glBegin(GL_TRIANGLE_STRIP); | glBegin(GL_TRIANGLE_STRIP); | ||||
| glVertex3f(-1.0, -1.0, 1.0); | glVertex3f(-1.0, -1.0, 1.0); | ||||
| glVertex3f(1.0, -1.0, 1.0); | glVertex3f(1.0, -1.0, 1.0); | ||||
| glVertex3f(-1.0, 1.0, 1.0); | glVertex3f(-1.0, 1.0, 1.0); | ||||
| glVertex3f(1.0, 1.0, 1.0); | glVertex3f(1.0, 1.0, 1.0); | ||||
| glEnd(); | glEnd(); | ||||
| glShadeModel(GL_FLAT); | // | ||||
| if (material_not_bound) { | if (material_not_bound) { | ||||
| glMatrixMode(GL_PROJECTION); | glMatrixMode(GL_PROJECTION); | ||||
| glPopMatrix(); | glPopMatrix(); | ||||
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| glPushMatrix(); | glPushMatrix(); | ||||
| glLoadIdentity(); | glLoadIdentity(); | ||||
| glShadeModel(GL_SMOOTH); | |||||
| /* calculate buffers the first time only */ | /* calculate buffers the first time only */ | ||||
| if (!buf_calculated) { | if (!buf_calculated) { | ||||
| for (x = 0; x < VIEWGRAD_RES_X; x++) { | for (x = 0; x < VIEWGRAD_RES_X; x++) { | ||||
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| glMatrixMode(GL_MODELVIEW); | glMatrixMode(GL_MODELVIEW); | ||||
| glPopMatrix(); | glPopMatrix(); | ||||
| glShadeModel(GL_FLAT); | |||||
| #undef VIEWGRAD_RES_X | #undef VIEWGRAD_RES_X | ||||
| #undef VIEWGRAD_RES_Y | #undef VIEWGRAD_RES_Y | ||||
| } | } | ||||
| Context not available. | |||||
| glEnable(GL_DEPTH_TEST); | glEnable(GL_DEPTH_TEST); | ||||
| glDepthFunc(GL_ALWAYS); | glDepthFunc(GL_ALWAYS); | ||||
| glShadeModel(GL_SMOOTH); | |||||
| glBegin(GL_QUADS); | glBegin(GL_QUADS); | ||||
| UI_ThemeColor(TH_LOW_GRAD); | UI_ThemeColor(TH_LOW_GRAD); | ||||
| glVertex3f(-1.0, -1.0, 1.0); | glVertex3f(-1.0, -1.0, 1.0); | ||||
| Context not available. | |||||
| glVertex3f(1.0, 1.0, 1.0); | glVertex3f(1.0, 1.0, 1.0); | ||||
| glVertex3f(-1.0, 1.0, 1.0); | glVertex3f(-1.0, 1.0, 1.0); | ||||
| glEnd(); | glEnd(); | ||||
| glShadeModel(GL_FLAT); | |||||
| glDepthFunc(GL_LEQUAL); | glDepthFunc(GL_LEQUAL); | ||||
| glDisable(GL_DEPTH_TEST); | glDisable(GL_DEPTH_TEST); | ||||
| Context not available. | |||||