Code:
static void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRasterPos2i(0,0);//pozisyon
glDrawPixels(myGame.getTemsilResmi()->getWidth(), myGame.getTemsilResmi()->getHeight(), GL_RGB, GL_UNSIGNED_BYTE, myGame.getTemsilResmi()->getDataRGB());
glRasterPos2f(-0.6,-0.8);//pozisyon
//glDrawPixels(myGame2.getTemsilResmi()->getWidth(), myGame2.getTemsilResmi()->getHeight(), GL_RGB, GL_UNSIGNED_BYTE, myGame2.getTemsilResmi()->getDataRGB());
glColor3f( 1,0,1);
// glRasterPos2f(0,0.3);
// const char *text = mesaj.c_str();
// for(int j=0; j<(int)mesaj.length(); j++)
// {
// glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, (int)text[j]);
// }
for(int k=0;k<3;k++)
{
rand_n=(rand()%5)+1;
mat[5][12]=rand_n;
int h=0;
bool m=1;
while(m==1)
{
while(h!=11)
{
y1-=5;
time_mod=GetTickCount()%10;
while(time_mod!=0)
{
Sleep(1);
time_mod=GetTickCount()%10;
}
h++;
}
if(mat[row][col-1]==0) col-=1;
else
{
mat[row][col]=rand_n;
m=0;
}
}
}
for(col=0;col<12;col++)
{
for(row=0;row<9;row++)
{
switch(mat[row][col])
{
case 0:
break;
case 1:
//glLoadIdentity();
glBegin(GL_TRIANGLES);
glVertex2i(x1+25,y1);
glVertex2i(x1+50,y1-50);
glVertex2i(x1,y1-50);
glEnd();
//glutSwapBuffers();
break;
case 2:
//glLoadIdentity();
glBegin(GL_QUADS);
glVertex2i(x1,y1);
glVertex2i(x1+50,y1);
glVertex2i(x1+50,y1-50);
glVertex2i(x1,y1-50);
glEnd();
//glutSwapBuffers();
break;
case 3:
glBegin(GL_TRIANGLES);
glVertex2i(x1+25,y1);
glVertex2i(x1+50,y1-25);
glVertex2i(x1,y1-25);
glEnd();
glBegin(GL_QUADS);
glVertex2i(x1,y1-25);
glVertex2i(x1+50,y1-25);
glVertex2i(x1+50,y1-50);
glVertex2i(x1,y1-50);
glEnd();
//glutSwapBuffers();
break;
case 4:
glColor3f(1,0,0);
glBegin(GL_TRIANGLES);
glVertex2i(x1+25,y1);
glVertex2i(x1+50,y1-50);
glVertex2i(x1,y1-50);
glEnd();
//glutSwapBuffers();
break;
case 5:
glColor3f(1,0,0);
glBegin(GL_QUADS);
glVertex2i(x1,y1);
glVertex2i(x1+50,y1);
glVertex2i(x1+50,y1-50);
glVertex2i(x1,y1-50);
glEnd();
//glutSwapBuffers();
break;
case 6:
glColor3f(1,0,0);
glBegin(GL_TRIANGLES);
glVertex2i(x1+25,y1);
glVertex2i(x1+50,y1-25);
glVertex2i(x1,y1-25);
glEnd();
glBegin(GL_QUADS);
glVertex2i(x1,y1-25);
glVertex2i(x1+50,y1-25);
glVertex2i(x1+50,y1-50);
glVertex2i(x1,y1-50);
glEnd();
//glutSwapBuffers();
break;
}
}
}
glColor3f(0.0,1.0,0.0);
glBegin(GL_LINES);
glVertex2i(100,200);
glVertex2i(100,400);
glEnd();
glFlush();
//glutSwapBuffers();
}