[Code] Update Mesh
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1 changed files with 8 additions and 4 deletions
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@ -68,26 +68,27 @@ void displaycloud(int modus)
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{
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{
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int i = 0;
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int i = 0;
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float range[3];
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float range[3];
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for (i = 0; i < 3; i++)
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for (i = 0; i < 3; i++){
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range[i] = cpointsmax[i] - cpointsmin[i];
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range[i] = cpointsmax[i] - cpointsmin[i];}
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if (modus > 0) {
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if (modus > 0) {
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if (modus == 1 || modus == 4) { // Display only the vertices
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if (modus == 1 || modus == 4) { // Display only the vertices
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//////////////////////
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//////////////////////
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// TODO: set fill mode to render only the vertices
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// TODO: set fill mode to render only the vertices
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glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
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//////////////////////
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//////////////////////
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}
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}
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if (modus == 2 || modus == 5) { // Display the outlines of the polygons
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if (modus == 2 || modus == 5) { // Display the outlines of the polygons
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//////////////////////
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//////////////////////
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// TODO: set fill mode to render only outlines
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// TODO: set fill mode to render only outlines
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//////////////////////
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//////////////////////
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}
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}
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if (modus == 3 || modus == 6) { // Display filled polygons
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if (modus == 3 || modus == 6) { // Display filled polygons
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//////////////////////
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//////////////////////
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// TODO: set fill mode to render filled polygons
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// TODO: set fill mode to render filled polygons
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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/////////////////////
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/////////////////////
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}
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}
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glBegin(GL_TRIANGLES); // using the polygone mode "GL_TRIANGLES"
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glBegin(GL_TRIANGLES); // using the polygone mode "GL_TRIANGLES"
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@ -111,6 +112,9 @@ void displaycloud(int modus)
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// one triangle consists of 3 consecutive entries of ccoord, i.e.
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// one triangle consists of 3 consecutive entries of ccoord, i.e.
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// first triangle consists of the vertices referenced in ccoord[0], ccords[1], ccoord[2].
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// first triangle consists of the vertices referenced in ccoord[0], ccords[1], ccoord[2].
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glVertex3f(cpoints[ccoord[i]*3],cpoints[ccoord[i]*3+1],cpoints[ccoord[i]*3+2]);
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/////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////
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}
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}
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glEnd();
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glEnd();
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