- glMatrixMode(GL_PROJECTION);
- glLoadIdentity;
- glViewPort(0, 0, Form3.ClientWidth,Form3.ClientHeight);
- gluPerspective(50, Form3.ClientWidth/Form3.ClientHeight, 1, 10000);
- //Sichern für nachher
- glPushMatrix;
- //Jetzt für Render-To-Texture anpassen
- glLoadIdentity();
- gluPerspective(60.0, Size/Size , 1.0, 100.0);
- glMatrixMode(GL_MODELVIEW);
- glClear(GL_COLOR_BUFFER_BIT OR GL_DEPTH_BUFFER_BIT);
- glLoadIdentity;
- glPushAttrib(GL_VIEWPORT_BIT);
- glViewport(0,0,Size,Size);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glClearColor(1, 1, 1, 1);
- glColor3f(1,0,0);
- glBegin(GL_TRIANGLES);
- glVertex2f(0,0);
- glVertex2f(0.5,1);
- glVertex2f(1,0);
- glEnd();
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glColor3f(1,1,1);
- glMatrixMode(GL_PROJECTION);
- glPopMatrix;
- glMatrixMode(GL_MODELVIEW);
- glPopAttrib;
- glClearColor(0, 0, 0, 0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- glBindTexture(GL_TEXTURE_2D, tex);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0); glVertex3f(-0.5,-0.5,-1);
- glTexCoord2f(0,1); glVertex3f(-0.5,0.5,-1);
- glTexCoord2f(1,1); glVertex3f(0.5,0.5,-1);
- glTexCoord2f(1,0); glVertex3f(0.5,-0.5,-1);
- glEnd();