Commit c62540c7633dc156b9eb1914b24b4888b26b6a3f

Authored by Jiaming Guo
1 parent f85b1b3a

normalization

Showing 1 changed file with 14 additions and 13 deletions   Show diff stats
... ... @@ -182,21 +182,21 @@ void glut_render(void) {
182 182 glut_render_modelview(); //set up the modelview matrix with camera details
183 183 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear the screen
184 184 GT.glCenterline0(); //render the GT network (the only one loaded)
  185 + glDisable(GL_DEPTH_TEST);
185 186 }
186 187  
187 188 if (num_nets == 2) { //if two networks are loaded
188   - glEnable(GL_DEPTH_TEST); //enable depth
189   - glut_render_left_projection(); //set up a projection for the left half of the window
190   - glut_render_modelview(); //set up the modelview matrix using camera details
191   - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear the screen
192   -
193 189 glEnable(GL_TEXTURE_1D); //enable texture mapping
194   - if(light_fac == 0)
  190 + if (light_fac == 0)
195 191 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); //texture map will be used as the network color
196 192 else
197 193 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
198   -
199 194 glBindTexture(GL_TEXTURE_1D, cmap_tex); //bind the Brewer texture map
  195 +
  196 + glEnable(GL_DEPTH_TEST); //enable depth
  197 + glut_render_left_projection(); //set up a projection for the left half of the window
  198 + glut_render_modelview(); //set up the modelview matrix using camera details
  199 + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear the screen
200 200  
201 201 GT.glCylinder(sigma, radius); //render the GT network
202 202 if (adjoint_fac == 1) {
... ... @@ -229,17 +229,17 @@ void glut_render(void) {
229 229 }
230 230 if (num_nets == 2) { //if two networks are loaded
231 231 if (compareMode) {
232   - glEnable(GL_DEPTH_TEST); //enable depth
233   - glut_render_left_projection(); //set up a projection for the left half of the window
234   - glut_render_modelview(); //set up the modelview matrix using camera details
235   - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear the screen
236   -
237 232 glEnable(GL_TEXTURE_1D); //enable texture mapping
238 233 if (light_fac == 0)
239 234 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); //texture map will be used as the network color
240 235 else
241 236 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);//map light to texture
242 237 glBindTexture(GL_TEXTURE_1D, cmap_tex); //bind the Brewer texture map
  238 +
  239 + glEnable(GL_DEPTH_TEST); //enable depth
  240 + glut_render_left_projection(); //set up a projection for the left half of the window
  241 + glut_render_modelview(); //set up the modelview matrix using camera details
  242 + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear the screen
243 243  
244 244 _GT.glCylinder(sigma, radius); //render the GT network
245 245 if (adjoint_fac == 1) {
... ... @@ -279,6 +279,8 @@ void glut_render(void) {
279 279 }
280 280 }
281 281 }
  282 + glDisable(GL_DEPTH_TEST);
  283 + glDisable(GL_TEXTURE_1D);
282 284  
283 285 if (num_nets == 2) { // works only with two networks
284 286 std::ostringstream ss;
... ... @@ -287,7 +289,6 @@ void glut_render(void) {
287 289 else
288 290 ss << "Compare Mode"; // default mode is compare mode
289 291  
290   - glDisable(GL_TEXTURE_1D);
291 292 if (light_fac == 1)
292 293 glDisable(GL_LIGHTING);
293 294 glMatrixMode(GL_PROJECTION); // set up the 2d viewport for mode text printing
... ...