WINDOW MECHANICS
[Angel, p.96]
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One must always begin by clearing the window:
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
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The first sets the color for clearing (here it is black).
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The second clears the frame buffer. If you want
to also clear the depth buffer, do instead:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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You may need to force the primitives to be written by calling
If you need to synchronize with the flushing
(E.g., you do not want to accept user inputs until all the
drawing has appearing on the screen), issue the stronger
command
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To make sure that hidden surfaces are removed, call
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Also make sure taht the depth buffer is cleared in
the beginning (see above).
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You may want to begin by specifying the drawing colors,
using glColor3f(r,g,b).
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MORE ON VIEWING SETUP