440 lines
12 KiB
C
440 lines
12 KiB
C
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/*
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* Test sharing of display lists and texture objects between GLX contests.
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* Brian Paul
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* Summer 2000
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*
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*
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* Copyright (C) 2000 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <GL/gl.h>
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#include <GL/glx.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include <string.h>
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struct window {
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char DisplayName[1000];
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Display *Dpy;
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Window Win;
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GLXContext Context;
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float Angle;
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int Id;
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};
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#define MAX_WINDOWS 20
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static struct window Windows[MAX_WINDOWS];
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static int NumWindows = 0;
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static GLuint Textures[3];
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static GLuint CubeList;
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static void
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Error(const char *display, const char *msg)
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{
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fprintf(stderr, "Error on display %s - %s\n", display, msg);
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exit(1);
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}
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static struct window *
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AddWindow(const char *displayName, int xpos, int ypos,
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const struct window *shareWindow)
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{
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Display *dpy;
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Window win;
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GLXContext ctx;
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int attrib[] = { GLX_RGBA,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_DOUBLEBUFFER,
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GLX_DEPTH_SIZE, 1,
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None };
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int scrnum;
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XSetWindowAttributes attr;
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unsigned long mask;
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Window root;
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XVisualInfo *visinfo;
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int width = 300, height = 300;
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if (NumWindows >= MAX_WINDOWS)
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return NULL;
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dpy = XOpenDisplay(displayName);
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if (!dpy) {
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Error(displayName, "Unable to open display");
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return NULL;
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}
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scrnum = DefaultScreen(dpy);
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root = RootWindow(dpy, scrnum);
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visinfo = glXChooseVisual(dpy, scrnum, attrib);
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if (!visinfo) {
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Error(displayName, "Unable to find RGB, double-buffered visual");
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return NULL;
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}
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/* window attributes */
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attr.background_pixel = 0;
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attr.border_pixel = 0;
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attr.colormap = XCreateColormap(dpy, root, visinfo->visual, AllocNone);
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attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask;
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mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask;
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win = XCreateWindow(dpy, root, xpos, ypos, width, height,
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0, visinfo->depth, InputOutput,
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visinfo->visual, mask, &attr);
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if (!win) {
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Error(displayName, "Couldn't create window");
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return NULL;
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}
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{
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XSizeHints sizehints;
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sizehints.x = xpos;
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sizehints.y = ypos;
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sizehints.width = width;
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sizehints.height = height;
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sizehints.flags = USSize | USPosition;
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XSetNormalHints(dpy, win, &sizehints);
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XSetStandardProperties(dpy, win, displayName, displayName,
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None, (char **)NULL, 0, &sizehints);
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}
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ctx = glXCreateContext(dpy, visinfo,
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shareWindow ? shareWindow->Context : NULL,
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True);
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if (!ctx) {
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Error(displayName, "Couldn't create GLX context");
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return NULL;
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}
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XMapWindow(dpy, win);
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if (!glXMakeCurrent(dpy, win, ctx)) {
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Error(displayName, "glXMakeCurrent failed");
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printf("glXMakeCurrent failed in Redraw()\n");
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return NULL;
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}
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/* save the info for this window */
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{
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static int id = 0;
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struct window *h = &Windows[NumWindows];
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strcpy(h->DisplayName, displayName);
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h->Dpy = dpy;
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h->Win = win;
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h->Context = ctx;
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h->Angle = 0.0;
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h->Id = id++;
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NumWindows++;
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return &Windows[NumWindows-1];
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}
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}
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static void
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InitGLstuff(struct window *h)
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{
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if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) {
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Error(h->DisplayName, "glXMakeCurrent failed in InitGLstuff");
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return;
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}
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glGenTextures(3, Textures);
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/* setup first texture object */
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{
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GLubyte image[16][16][4];
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GLint i, j;
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glBindTexture(GL_TEXTURE_2D, Textures[0]);
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/* red/white checkerboard */
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for (i = 0; i < 16; i++) {
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for (j = 0; j < 16; j++) {
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if ((i ^ j) & 1) {
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image[i][j][0] = 255;
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image[i][j][1] = 255;
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image[i][j][2] = 255;
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image[i][j][3] = 255;
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}
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else {
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image[i][j][0] = 255;
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image[i][j][1] = 0;
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image[i][j][2] = 0;
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image[i][j][3] = 255;
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}
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}
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, image);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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/* setup second texture object */
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{
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GLubyte image[8][8][3];
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GLint i, j;
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glBindTexture(GL_TEXTURE_2D, Textures[1]);
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/* green/yellow checkerboard */
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for (i = 0; i < 8; i++) {
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for (j = 0; j < 8; j++) {
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if ((i ^ j) & 1) {
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image[i][j][0] = 0;
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image[i][j][1] = 255;
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image[i][j][2] = 0;
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}
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else {
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image[i][j][0] = 255;
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image[i][j][1] = 255;
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image[i][j][2] = 0;
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}
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}
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB,
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GL_UNSIGNED_BYTE, image);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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/* setup second texture object */
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{
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GLubyte image[4][4][3];
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GLint i, j;
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glBindTexture(GL_TEXTURE_2D, Textures[2]);
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/* blue/gray checkerboard */
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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if ((i ^ j) & 1) {
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image[i][j][0] = 0;
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image[i][j][1] = 0;
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image[i][j][2] = 255;
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}
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else {
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image[i][j][0] = 200;
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image[i][j][1] = 200;
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image[i][j][2] = 200;
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}
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}
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_RGB,
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GL_UNSIGNED_BYTE, image);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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/* Now make the cube object display list */
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CubeList = glGenLists(1);
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glNewList(CubeList, GL_COMPILE);
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{
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glBindTexture(GL_TEXTURE_2D, Textures[0]);
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glBegin(GL_POLYGON);
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glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
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glTexCoord2f(1, 0); glVertex3f(-1, 1, -1);
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glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
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glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
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glEnd();
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glBegin(GL_POLYGON);
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glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
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glTexCoord2f(1, 0); glVertex3f(1, 1, -1);
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glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
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glTexCoord2f(0, 1); glVertex3f(1, -1, 1);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, Textures[1]);
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glBegin(GL_POLYGON);
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glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
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glTexCoord2f(1, 0); glVertex3f( 1, -1, -1);
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glTexCoord2f(1, 1); glVertex3f( 1, -1, 1);
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glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
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glEnd();
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glBegin(GL_POLYGON);
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glTexCoord2f(0, 0); glVertex3f(-1, 1, -1);
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glTexCoord2f(1, 0); glVertex3f( 1, 1, -1);
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glTexCoord2f(1, 1); glVertex3f( 1, 1, 1);
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glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, Textures[2]);
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glBegin(GL_POLYGON);
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glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
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glTexCoord2f(1, 0); glVertex3f( 1, -1, -1);
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glTexCoord2f(1, 1); glVertex3f( 1, 1, -1);
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glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
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glEnd();
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glBegin(GL_POLYGON);
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glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
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glTexCoord2f(1, 0); glVertex3f( 1, -1, 1);
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glTexCoord2f(1, 1); glVertex3f( 1, 1, 1);
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glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
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glEnd();
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}
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glEndList();
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printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER));
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printf("GL_VERSION: %s\n", (char *) glGetString(GL_VERSION));
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printf("GL_VENDOR: %s\n", (char *) glGetString(GL_VENDOR));
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}
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static void
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Redraw(struct window *h)
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{
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if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) {
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Error(h->DisplayName, "glXMakeCurrent failed");
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printf("glXMakeCurrent failed in Redraw()\n");
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return;
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}
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h->Angle += 1.0;
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glShadeModel(GL_FLAT);
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glClearColor(0.25, 0.25, 0.25, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glColor3f(1, 1, 1);
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glPushMatrix();
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if (h->Id == 0)
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glRotatef(h->Angle, 0, 1, -1);
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else if (h->Id == 1)
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glRotatef(-(h->Angle), 0, 1, -1);
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else if (h->Id == 2)
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glRotatef(h->Angle, 0, 1, 1);
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else if (h->Id == 3)
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glRotatef(-(h->Angle), 0, 1, 1);
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glCallList(CubeList);
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glPopMatrix();
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glXSwapBuffers(h->Dpy, h->Win);
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}
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static void
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Resize(const struct window *h, unsigned int width, unsigned int height)
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{
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if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) {
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Error(h->DisplayName, "glXMakeCurrent failed in Resize()");
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return;
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}
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1, 1, -1, 1, 2, 10);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0, 0, -4.5);
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}
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static void
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EventLoop(void)
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{
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while (1) {
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int i;
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for (i = 0; i < NumWindows; i++) {
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struct window *h = &Windows[i];
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while (XPending(h->Dpy) > 0) {
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XEvent event;
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XNextEvent(h->Dpy, &event);
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if (event.xany.window == h->Win) {
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switch (event.type) {
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case Expose:
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Redraw(h);
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break;
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case ConfigureNotify:
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Resize(h, event.xconfigure.width, event.xconfigure.height);
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break;
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case KeyPress:
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return;
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default:
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/*no-op*/ ;
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}
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}
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else {
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printf("window mismatch\n");
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}
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}
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Redraw(h);
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}
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usleep(1);
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}
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}
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#if 0
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static void
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PrintInfo(const struct window *h)
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{
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printf("Name: %s\n", h->DisplayName);
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printf(" Display: %p\n", (void *) h->Dpy);
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printf(" Window: 0x%x\n", (int) h->Win);
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printf(" Context: 0x%x\n", (int) h->Context);
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}
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#endif
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int
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main(int argc, char *argv[])
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{
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const char *dpyName = XDisplayName(NULL);
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struct window *h0;
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/* four windows and contexts sharing display lists and texture objects */
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h0 = AddWindow(dpyName, 10, 10, NULL);
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(void) AddWindow(dpyName, 330, 10, h0);
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(void) AddWindow(dpyName, 10, 350, h0);
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(void) AddWindow(dpyName, 330, 350, h0);
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InitGLstuff(h0);
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EventLoop();
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return 0;
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}
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