Add polygon_offset sample (thanks mrneo240)
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@ -232,6 +232,13 @@ __BEGIN_DECLS
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#define GL_SINGLE_COLOR 0x81F9
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#define GL_SINGLE_COLOR 0x81F9
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#define GL_SEPARATE_SPECULAR_COLOR 0x81FA
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#define GL_SEPARATE_SPECULAR_COLOR 0x81FA
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/* glPolygonOffset */
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#define GL_POLYGON_OFFSET_FACTOR 0x8038
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#define GL_POLYGON_OFFSET_UNITS 0x2A00
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#define GL_POLYGON_OFFSET_POINT 0x2A01
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#define GL_POLYGON_OFFSET_LINE 0x2A02
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#define GL_POLYGON_OFFSET_FILL 0x8037
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/* Client state caps */
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/* Client state caps */
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#define GL_VERTEX_ARRAY 0x8074
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#define GL_VERTEX_ARRAY 0x8074
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#define GL_NORMAL_ARRAY 0x8075
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#define GL_NORMAL_ARRAY 0x8075
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@ -26,3 +26,4 @@ all:
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$(KOS_MAKE) -C paletted_pcx all
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$(KOS_MAKE) -C paletted_pcx all
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$(KOS_MAKE) -C depth_funcs all
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$(KOS_MAKE) -C depth_funcs all
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$(KOS_MAKE) -C polymark all
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$(KOS_MAKE) -C polymark all
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$(KOS_MAKE) -C polygon_offset all
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23
samples/polygon_offset/Makefile
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23
samples/polygon_offset/Makefile
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@ -0,0 +1,23 @@
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TARGET = offset.elf
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OBJS = main.o
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS)
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rm-elf:
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-rm -f $(TARGET)
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$(TARGET): $(OBJS)
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist: $(TARGET)
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$(KOS_CC_BASE)/sh-elf/bin/objcopy -R .stack -O binary $(TARGET) $(basename $(TARGET))
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$(KOS_BASE)/utils/scramble/scramble $(basename $(TARGET)) 1ST_READ.BIN
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215
samples/polygon_offset/main.c
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215
samples/polygon_offset/main.c
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@ -0,0 +1,215 @@
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#include <kos.h>
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typedef enum
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{
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false,
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true
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} bool;
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#include "gl.h"
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#include "glu.h"
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#include "glkos.h"
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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glClearColor(0.93f, 0.93f, 0.93f, 0.0f);
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f, (GLfloat)Width / (GLfloat)Height, 1.0f, 100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (GLfloat)Width / (GLfloat)Height, 1.0f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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float xrot = 0.0f;
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float yrot = 0.0f;
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float xdiff = 0;
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float ydiff = 0;
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bool offset = true;
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void drawBox()
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{
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glBegin(GL_QUADS);
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// FRONT
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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// BACK
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glVertex3f(0.5f, -0.5f, -0.5f);
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// LEFT
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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// RIGHT
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glVertex3f(0.5f, -0.5f, -0.5f);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glVertex3f(0.5f, -0.5f, 0.5f);
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// TOP
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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// BOTTOM
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glEnd();
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}
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void drawPolygon()
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{
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glBegin(GL_QUADS);
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glVertex3f(-0.5f, -0.5f, 0.0f);
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glVertex3f(0.5f, -0.5f, 0.0f);
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glVertex3f(0.5f, 0.5f, 0.0f);
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glVertex3f(-0.5f, 0.5f, 0.0f);
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glEnd();
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}
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int frames = 0;
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void check_input()
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{
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maple_device_t *cont;
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cont_state_t *state;
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cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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if (cont)
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{
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state = (cont_state_t *)maple_dev_status(cont);
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if (state)
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{
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if (frames <= 0)
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{
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if (state->buttons & CONT_START)
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{
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offset = !offset;
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frames = 60;
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}
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}
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}
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}
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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gluLookAt(
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0.0f, 0.0f, 3.0f,
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0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f);
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glRotatef(xrot, 1.0f, 0.0f, 0.0f);
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glRotatef(yrot, 0.0f, 1.0f, 0.0f);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glColor3f(1.0f, 0.0f, 0.0f);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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drawBox();
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if (offset)
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(1.0f, 1.0f);
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}
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glColor3f(0.0f, 1.0f, 0.0f);
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glPushMatrix();
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glTranslatef(-0.25f, -0.25f, 0.5f);
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glScalef(0.5f, 0.5f, 0.5f);
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drawPolygon();
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glPopMatrix();
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glColor3f(1.0f, 1.0f, 0.0f);
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glPushMatrix();
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glTranslatef(0.25f, 0.25f, 0.5f);
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glScalef(0.5f, 0.5f, 0.5f);
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drawPolygon();
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glPopMatrix();
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if (offset)
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -1.0f);
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}
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glColor3f(0.0f, 0.0f, 1.0f);
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glPushMatrix();
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glTranslatef(0.0f, 0.0f, 0.5f);
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glScalef(0.5f, 0.5f, 0.5f);
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drawPolygon();
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glPopMatrix();
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if (offset)
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glDisable(GL_POLYGON_OFFSET_FILL);
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#if 0
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if (offset)
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{
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glEnable(GL_POLYGON_OFFSET_LINE);
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glPolygonOffset(-1.0f, -1.0f);
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}
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glColor3f(0.0f, 0.0f, 0.0f);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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drawBox();
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if (offset)
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glDisable(GL_POLYGON_OFFSET_LINE);
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glFlush();
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#endif
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// swap buffers to display, since we're double buffered.
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while (1)
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{
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check_input();
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DrawGLScene();
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xrot += 0.1f;
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yrot += 0.25f;
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frames--;
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}
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return 0;
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}
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