Hello,

I think I worked out why I had trouble getting a sample with two GLX
contexts to work: the bug in Mesa-3.1beta2 is actually more severe
than I thought.  The adapted `isosurf.c' sample below shows just a
black first window with Mesa-3.1beta2.  At first I thought this was
due to my missing glut knowledge, but it seems to run just fine simply
by setting LD_LIBRARY_PATH=/pkg/Mesa-3.0/lib on my Linux PC (standard
X11 Mesa driver): two windows containing the isosurface side by side,
and independently rotatable.

Sorry for the somewhat long attachment...

Regards,
Wolfram.

/*
 * Display an isosurface of 3-D wind speed volume.  Use arrow keys to
 * rotate, S toggles smooth shading, L toggles lighting
 * Brian Paul  This file in public domain.
 */

/*
 * Added second window (WG Sep 1999)
 */

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include "GL/glut.h"


GLboolean use_vertex_arrays = GL_FALSE;

GLboolean doubleBuffer = GL_TRUE;

GLboolean smooth = GL_TRUE;
GLboolean lighting = GL_TRUE;



#define MAXVERTS 10000

static GLfloat verts[MAXVERTS][3];
static GLfloat norms[MAXVERTS][3];
static GLint numverts;

struct win_state {
    GLfloat xrot;
    GLfloat yrot;
};

struct win_state ws1, ws2;
int debug = 0;


static void read_surface( char *filename )
{
   FILE *f;

   f = fopen(filename,"r");
   if (!f) {
      printf("couldn't read %s\n", filename);
      exit(1);
   }

   numverts = 0;
   while (!feof(f) && numverts<MAXVERTS) {
      fscanf( f, "%f %f %f  %f %f %f",
              &verts[numverts][0], &verts[numverts][1], &verts[numverts][2],
              &norms[numverts][0], &norms[numverts][1], &norms[numverts][2] );
      numverts++;
   }
   numverts--;

   printf("%d vertices, %d triangles\n", numverts, numverts-2);
   fclose(f);
}



static void draw_surface( void )
{
   GLuint i;

#ifdef GL_EXT_vertex_array
   if (use_vertex_arrays) {
      glDrawArraysEXT( GL_TRIANGLE_STRIP, 0, numverts );
   }
   else {
#endif
      glBegin( GL_TRIANGLE_STRIP );
      for (i=0;i<numverts;i++) {
         glNormal3fv( norms[i] );
         glVertex3fv( verts[i] );
      }
      glEnd();
#ifdef GL_EXT_vertex_array
   }
#endif
}


static void
Display(const struct win_state* ws)
{
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    glPushMatrix();
    glRotatef( ws->yrot, 0.0, 1.0, 0.0 );
    glRotatef( ws->xrot, 1.0, 0.0, 0.0 );

    draw_surface();

    glPopMatrix();

    glFlush();
    if (doubleBuffer) {
        glutSwapBuffers();
    }
}

static void Display1(void)
{
    if(debug)
        printf("D1\n");
    Display(&ws1);
}

static void Display2(void)
{
    if(debug)
        printf("D2\n");
    Display(&ws2);
}


static void Benchmark( void )
{
   int startTime, endTime;
   int draws;
   double seconds, fps, triPerSecond;

   printf("Benchmarking...\n");

   draws = 0;
   startTime = glutGet(GLUT_ELAPSED_TIME);
   ws1.xrot = 0.0;
   do {
      Display1();
      ws1.xrot += 5.0;
      draws++;
      endTime = glutGet(GLUT_ELAPSED_TIME);
   } while (endTime - startTime < 5000);   /* 5 seconds */

   /* Results */
   seconds = (double) (endTime - startTime) / 1000.0;
   triPerSecond = (numverts - 2) * draws / seconds;
   fps = draws / seconds;
   printf("Result:  triangles/sec: %g  fps: %g\n", triPerSecond, fps);
}


static void InitMaterials(void)
{
    static float ambient[] = {0.1, 0.1, 0.1, 1.0};
    static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
    static float position0[] = {0.0, 0.0, 20.0, 0.0};
    static float position1[] = {0.0, 0.0, -20.0, 0.0};
    static float front_mat_shininess[] = {60.0};
    static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
    static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
    static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
    static float lmodel_twoside[] = {GL_FALSE};

    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
    glLightfv(GL_LIGHT0, GL_POSITION, position0);
    glEnable(GL_LIGHT0);
    
    glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
    glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
    glLightfv(GL_LIGHT1, GL_POSITION, position1);
    glEnable(GL_LIGHT1);
    
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
    glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
    glEnable(GL_LIGHTING);

    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);
}


static void Init(void)
{
   glClearColor(0.0, 0.0, 0.0, 0.0);

   glShadeModel(GL_SMOOTH);
   glEnable(GL_DEPTH_TEST);

   InitMaterials();

   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   glFrustum( -1.0, 1.0, -1.0, 1.0, 5, 25 );

   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glTranslatef( 0.0, 0.0, -6.0 );

#ifdef GL_EXT_vertex_array
   if (use_vertex_arrays) {
      glVertexPointerEXT( 3, GL_FLOAT, 0, numverts, verts );
      glNormalPointerEXT( GL_FLOAT, 0, numverts, norms );
      glEnable( GL_VERTEX_ARRAY_EXT );
      glEnable( GL_NORMAL_ARRAY_EXT );
   }
#endif
}



static void Reshape(int width, int height)
{
    glViewport(0, 0, (GLint)width, (GLint)height);
}



static void Key( unsigned char key, int x, int y )
{
   switch (key) {
      case 27:
         exit(0);
      case 's':
         smooth = !smooth;
         if (smooth) {
            glShadeModel(GL_SMOOTH);
         }
         else {
            glShadeModel(GL_FLAT);
         }
         break;
      case 'l':
         lighting = !lighting;
         if (lighting) {
            glEnable(GL_LIGHTING);
         }
         else {
            glDisable(GL_LIGHTING);
         }
         break;
      case 'b':
         Benchmark();
         break;
   }
   glutPostRedisplay();
}


static void SpecialKey(struct win_state* ws, int key, int x, int y)
{
   switch (key) {
      case GLUT_KEY_LEFT:
        ws->yrot -= 15.0;
        break;
      case GLUT_KEY_RIGHT:
        ws->yrot += 15.0;
        break;
      case GLUT_KEY_UP:
        ws->xrot += 15.0;
        break;
      case GLUT_KEY_DOWN:
        ws->xrot -= 15.0;
        break;
    }
    glutPostRedisplay();
}

static void
SpecialKey1(int key, int x, int y)
{
    if(debug)
        printf("S1\n");
    SpecialKey(&ws1, key, x, y);
}

static void
SpecialKey2(int key, int x, int y)
{
    if(debug)
        printf("S2\n");
    SpecialKey(&ws2, key, x, y);
}


static GLenum Args(int argc, char **argv)
{
   GLint i;

   for (i = 1; i < argc; i++) {
      if (strcmp(argv[i], "-sb") == 0) {
         doubleBuffer = GL_FALSE;
      }
      else if (strcmp(argv[i], "-db") == 0) {
         doubleBuffer = GL_TRUE;
      }
      else if (strcmp(argv[i], "-va") == 0) {
         use_vertex_arrays = GL_TRUE;
      }
      else {
         printf("%s (Bad option).\n", argv[i]);
         return GL_FALSE;
      }
   }

   return GL_TRUE;
}



int main(int argc, char **argv)
{
   GLenum type;
   char *extensions;

   read_surface( "isosurf.dat" );

   if (Args(argc, argv) == GL_FALSE) {
      exit(0);
   }

   type = GLUT_DEPTH;
   type |= GLUT_RGB;
   type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE;
   glutInitDisplayMode(type);

   glutInitWindowPosition(0, 0);
   glutInitWindowSize(400, 400);
   if (glutCreateWindow("Isosurface1") <= 0) {
      exit(0);
   }

   /* Make sure server supports the vertex array extension */
   extensions = (char *) glGetString( GL_EXTENSIONS );
   if (!strstr( extensions, "GL_EXT_vertex_array" )) {
      use_vertex_arrays = GL_FALSE;
   }

   Init();

   glutKeyboardFunc(Key);
   glutSpecialFunc(SpecialKey1);
   glutDisplayFunc(Display1);

#if 1
   glutInitWindowPosition(400, 0);
   glutInitWindowSize(400, 400);
   if (glutCreateWindow("Isosurface2") <= 0) {
      exit(0);
   }

   Init();

   glutKeyboardFunc(Key);
   glutSpecialFunc(SpecialKey2);
   glutDisplayFunc(Display2);
#endif

   glutMainLoop();

   return 0;
}


-- 
`Surf the sea, not double-u three...'
[EMAIL PROTECTED]


_______________________________________________
Mesa-dev maillist  -  [EMAIL PROTECTED]
http://lists.mesa3d.org/mailman/listinfo/mesa-dev

Reply via email to