Thanks for for prompt reply , although the <drawNode> method ( that I could 
provide, here is the GL routine ) 

P.




-(void) renderGLScene: (CGLContextObj) cgl_ctx atTime:(NSTimeInterval)time
{
    
    // Lock the Gl context
        CGLLockContext(cgl_ctx);
    
    
    // save our current GL state
        glPushAttrib(GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT | GL_VIEWPORT_BIT);
        
        
        //Set OpenGl state
        {               
                // Clear to black
                glClearColor(0.0,0.0,0.0,1.0);
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
                
                // Set light position 
                GLfloat light_position[] = { 0, 0, -WORLD_DIM_DEPTH*3 , 0.0 };
                glLightfv(GL_LIGHT0, GL_POSITION, light_position);
                
                //Save & configure projection matrix
                glMatrixMode(GL_PROJECTION);
                glPushMatrix();
                glLoadIdentity();
                
                gluPerspective(45, //view angle
                                           aspect,      //aspect ratio
                                           1.0, //near clip
                                           width*3.f);//far clip
                
                
                //Save & configure model view matrix
                glMatrixMode(GL_MODELVIEW);
                glPushMatrix();
                glLoadIdentity();
        
                gluLookAt(0.0, 0.0, width/aspect + self.inputZoom,  /* eye is 
at (0,0,5) */
                                  0.0, 0.0, 0.0,      /* center is at (0,0,0) */
                                  0.0, 1.0, 0.);      /* up is in positive Y 
direction */
        
        }
        
    [self drawNodes: cgl_ctx atTime: time];
    
    
        // Restore OpenGL states        
        glMatrixMode(GL_MODELVIEW);
        glPopMatrix();
        glMatrixMode(GL_PROJECTION);
        glPopMatrix();
        
        // Restore OpenGl Attributs
        glPopAttrib();
    
    // Lock the gl contaxt
        CGLUnlockContext(cgl_ctx);
    
    
}
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