86 lines
3.0 KiB
C++
86 lines
3.0 KiB
C++
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.1 2005/03/15 07:00:54 ganovell
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*** empty log message ***
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****************************************************************************/
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#include "mysdl.h"
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#ifdef _SHOW_A_MESH
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// mesh definition
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#include "mesh_type.h"
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#include <vcg/complex/trimesh/create/platonic.h>
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#include <vcg/complex/trimesh/update/bounding.h>
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#include <vcg/complex/trimesh/update/normal.h>
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#include <wrap/io_trimesh/import_ply.h>
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#endif //_SHOW_A_MESH
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int main(int argc, char *argv[]) {
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int level = 0;
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int apatch = -1;
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float error = 4;
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vcg::Trackball track;
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#ifdef _SHOW_A_MESH
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// declare the mesh
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MyMesh mesh;
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MyMesh::VertexIterator vi;
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// load from disk
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vcg::tri::io::ImporterPLY<MyMesh>::Open(mesh,argv[1]);
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// update bounding box
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vcg::tri::UpdateBounding<MyMesh>::Box(mesh);
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// update bounding box
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vcg::tri::UpdateNormals<MyMesh>::PerVertex(mesh);
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glWrap.m = &mesh;
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#endif //_SHOW_A_MESH
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if(!init("SDL_minimal_viewer")) {
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std::cerr << "Could not init SDL window\n";
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return -1;
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}
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glClearColor(0, 0, 0, 0);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_NORMALIZE);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_CULL_FACE);
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sdl_idle();
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exit(0);
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}
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