use textures in the shared context to test how this works when using multiple windows with the same context
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@45479 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@ -38,6 +38,82 @@
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#include "../../sample.xpm"
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#endif
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// ----------------------------------------------------------------------------
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// helper functions
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// ----------------------------------------------------------------------------
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static void CheckGLError()
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{
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GLenum errLast = GL_NO_ERROR;
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for ( ;; )
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{
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GLenum err = glGetError();
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if ( err == GL_NO_ERROR )
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return;
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// normally the error is reset by the call to glGetError() but if
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// glGetError() itself returns an error, we risk looping forever here
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// so check that we get a different error than the last time
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if ( err == errLast )
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{
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wxLogError(_T("OpenGL error state couldn't be reset."));
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return;
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}
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errLast = err;
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wxLogError(_T("OpenGL error %d"), err);
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}
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}
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// function to draw the texture for cube faces
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static wxImage DrawDice(int size, unsigned num)
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{
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wxASSERT_MSG( num >= 1 && num <= 6, _T("invalid dice index") );
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const int dot = size/16; // radius of a single dot
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const int gap = 5*size/32; // gap between dots
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wxBitmap bmp(size, size);
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wxMemoryDC dc;
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dc.SelectObject(bmp);
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dc.SetBackground(*wxWHITE_BRUSH);
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dc.Clear();
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dc.SetBrush(*wxBLACK_BRUSH);
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// the upper left and lower right points
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if ( num != 1 )
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{
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dc.DrawCircle(gap + dot, gap + dot, dot);
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dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
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}
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// draw the central point for odd dices
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if ( num % 2 )
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{
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dc.DrawCircle(size/2, size/2, dot);
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}
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// the upper right and lower left points
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if ( num > 3 )
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{
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dc.DrawCircle(size - gap - dot, gap + dot, dot);
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dc.DrawCircle(gap + dot, size - gap - dot, dot);
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}
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// finally those 2 are only for the last dice
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if ( num == 6 )
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{
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dc.DrawCircle(gap + dot, size/2, dot);
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dc.DrawCircle(size - gap - dot, size/2, dot);
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}
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dc.SelectObject(wxNullBitmap);
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return bmp.ConvertToImage();
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}
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// ============================================================================
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// implementation
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// ============================================================================
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@ -71,8 +147,6 @@ TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
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if ( !m_glContext )
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m_glContext = new TestGLContext(canvas);
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m_glContext->SetCurrent(*canvas);
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return *m_glContext;
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}
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@ -83,62 +157,47 @@ TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
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TestGLContext::TestGLContext(wxGLCanvas *canvas)
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: wxGLContext(canvas)
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{
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m_gllist = 0;
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}
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SetCurrent(*canvas);
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void TestGLContext::Init()
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{
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if ( m_gllist )
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return;
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// set up the parameters we want to use
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_TEXTURE_2D);
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/* set viewing projection */
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// set viewing projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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// create the textures to use for cube sides: they will be reused by all
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// canvases (which is probably not critical in the case of simple textures
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// we use here but could be really important for a real application where
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// each texture could take many megabytes)
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glGenTextures(WXSIZEOF(m_textures), m_textures);
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// create the list of commands to draw the cube: then we can just (quickly)
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// execute it in DrawRotatedCube() later
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m_gllist = glGenLists(1);
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glNewList(m_gllist, GL_COMPILE);
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for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
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{
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glBindTexture(GL_TEXTURE_2D, m_textures[i]);
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/* draw six faces of a cube */
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glBegin(GL_QUADS);
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glNormal3f( 0.0f, 0.0f, 1.0f);
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glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f, 0.5f);
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glVertex3f(-0.5f,-0.5f, 0.5f); glVertex3f( 0.5f,-0.5f, 0.5f);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glNormal3f( 0.0f, 0.0f,-1.0f);
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glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f(-0.5f, 0.5f,-0.5f);
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glVertex3f( 0.5f, 0.5f,-0.5f); glVertex3f( 0.5f,-0.5f,-0.5f);
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const wxImage img(DrawDice(256, i + 1));
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glNormal3f( 0.0f, 1.0f, 0.0f);
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glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f( 0.5f, 0.5f,-0.5f);
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glVertex3f(-0.5f, 0.5f,-0.5f); glVertex3f(-0.5f, 0.5f, 0.5f);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
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0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
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}
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glNormal3f( 0.0f,-1.0f, 0.0f);
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glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f( 0.5f,-0.5f,-0.5f);
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glVertex3f( 0.5f,-0.5f, 0.5f); glVertex3f(-0.5f,-0.5f, 0.5f);
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glNormal3f( 1.0f, 0.0f, 0.0f);
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glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f( 0.5f,-0.5f, 0.5f);
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glVertex3f( 0.5f,-0.5f,-0.5f); glVertex3f( 0.5f, 0.5f,-0.5f);
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f(-0.5f,-0.5f, 0.5f);
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glVertex3f(-0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f,-0.5f);
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glEnd();
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glEndList();
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CheckGLError();
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}
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void TestGLContext::DrawRotatedCube(float xangle, float yangle)
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{
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Init();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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@ -147,9 +206,64 @@ void TestGLContext::DrawRotatedCube(float xangle, float yangle)
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glRotatef(xangle, 1.0f, 0.0f, 0.0f);
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glRotatef(yangle, 0.0f, 1.0f, 0.0f);
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glCallList(m_gllist);
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// draw six faces of a cube of size 1 centered at (0, 0, 0)
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glBindTexture(GL_TEXTURE_2D, m_textures[0]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f, 0.0f, 1.0f);
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glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
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glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[1]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f, 0.0f,-1.0f);
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glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f,-0.5f);
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glTexCoord2f(1, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
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glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[2]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f, 1.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f,-0.5f);
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glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
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glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[3]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f,-1.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
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glTexCoord2f(0, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[4]);
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glBegin(GL_QUADS);
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glNormal3f( 1.0f, 0.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f, 0.5f);
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glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
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glTexCoord2f(0, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[5]);
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glBegin(GL_QUADS);
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 0); glVertex3f(-0.5f,-0.5f, 0.5f);
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glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
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glEnd();
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glFlush();
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CheckGLError();
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}
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// ----------------------------------------------------------------------------
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void DrawRotatedCube(float xangle, float yangle);
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private:
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// one-time OpenGL initialization, safe to call many times
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void Init();
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// the list of commands to draw the cube
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GLuint m_gllist;
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// textures for the cube faces
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GLuint m_textures[6];
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};
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// Define a new application type
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