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- #include "SDL.h"
- #include "SDL_opengl.h"
- #include <iostream>
- using namespace std;
- int main (int argc, char* args[])
- {
- SDL_Init(SDL_INIT_EVERYTHING);
- //openGL memoria hasznalat
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- SDL_WM_SetCaption("progid_neve", NULL);
- SDL_SetVideoMode(1080,720,32, SDL_OPENGL);
- glClearColor(1,1,1,1);
- glViewport(0,0,1080,720);
- glShadeModel(GL_SMOOTH);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glDisable(GL_DEPTH_TEST);
- SDL_Event event; //SDL esemény létrehozása
- bool isRunning = true;
- while (isRunning) /amig fut
- {
- //EVENTS
- while (SDL_PollEvent (&event))
- {
- if (event.type == SDL_QUIT)
- isRunning = false;
- if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE)
- isRunning = false;
- }
- //LOGIC
- //RENDERING to screen
- glClear(GL_COLOR_BUFFER_BIT);
- glPushMatrix();
- glOrtho(0,1080,720,0,-1,1);
- glBegin(GL_QUADS); // négyszög rajzolás
- glVertex2f(20,20);
- glVertex2f(500,20); //koordináták megadása (2dimenzios rendszerben)
- glVertex2f(500,500);
- glVertex2f(20,500);
- glEnd();
- glPopMatrix();
- SDL_GL_SwapBuffers(); //buffer visszaállítás
- } //isRunning
- }
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