{
glClearColor( mBackGroundColor.redF(), mBackGroundColor.greenF(), mBackGroundColor.blueF(), 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glClearDepth(1.0f);
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
lViewAngle = lViewAngle * 360.0 / M_PI;
gluPerspective( lViewAngle, width() / height(), 0.1, 200 );
glMatrixMode( GL_MODELVIEW );
//OPENGL STUFF
glPopMatrix();
glMatrixMode( GL_PROJECTION );
pPainter->endNativePainting();
//shader doesn't work
shader.bind();
pPainter->fillRect(0, 0, 128, 128, Qt::black);
shader.release();
//shader work
shader.bind();
pPainter->fillRect(100, 100, 128, 128, Qt::black);
shader.release();
}
void drawBackground( QPainter *pPainter, const QRectF &pRect )
{
glClearColor( mBackGroundColor.redF(), mBackGroundColor.greenF(), mBackGroundColor.blueF(), 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glClearDepth(1.0f);
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
lViewAngle = lViewAngle * 360.0 / M_PI;
gluPerspective( lViewAngle, width() / height(), 0.1, 200 );
glMatrixMode( GL_MODELVIEW );
//OPENGL STUFF
glPopMatrix();
glMatrixMode( GL_PROJECTION );
pPainter->endNativePainting();
//shader doesn't work
shader.bind();
pPainter->fillRect(0, 0, 128, 128, Qt::black);
shader.release();
//shader work
shader.bind();
pPainter->fillRect(100, 100, 128, 128, Qt::black);
shader.release();
}
To copy to clipboard, switch view to plain text mode
Bookmarks