vcglib/apps/sample/trimesh_SDL/trimesh_sdl.cpp

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2005-09-21 12:29:33 +02:00
/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
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$Log: not supported by cvs2svn $
Revision 1.1 2005/03/15 07:00:54 ganovell
*** empty log message ***
****************************************************************************/
#include "mysdl.h"
#ifdef _SHOW_A_MESH
// mesh definition
#include "mesh_type.h"
#include <vcg/complex/trimesh/create/platonic.h>
#include <vcg/complex/trimesh/update/bounding.h>
#include <vcg/complex/trimesh/update/normal.h>
#include <wrap/io_trimesh/import_ply.h>
#endif //_SHOW_A_MESH
int main(int argc, char *argv[]) {
int level = 0;
int apatch = -1;
float error = 4;
vcg::Trackball track;
#ifdef _SHOW_A_MESH
// declare the mesh
MyMesh mesh;
MyMesh::VertexIterator vi;
// load from disk
vcg::tri::io::ImporterPLY<MyMesh>::Open(mesh,argv[1]);
// update bounding box
vcg::tri::UpdateBounding<MyMesh>::Box(mesh);
// update bounding box
vcg::tri::UpdateNormals<MyMesh>::PerVertex(mesh);
glWrap.m = &mesh;
#endif //_SHOW_A_MESH
if(!init("SDL_minimal_viewer")) {
std::cerr << "Could not init SDL window\n";
return -1;
}
glClearColor(0, 0, 0, 0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_CULL_FACE);
sdl_idle();
exit(0);
}