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#include "Cuboid.h"
#include "DisplayClass.h"
#include "Matrix.h"
#include "gl.h"
#include <algorithm>
void DisplayClass::renderScene(unsigned long delta)
{
Cuboid cube1(2, 2, 1, -1, 1, 0.5);
Cuboid cube2(1, 1, 2, -0.5, 0.5, -1.5);
static float angle = 0.0;
angle += delta*0.05;
if(angle >= 360)
angle -= 360;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Matrix p(GL_PROJECTION_MATRIX);
Matrix m;
std::list<Triangle> triangles;
glLoadIdentity(); // Clean up matrix
glTranslatef(0.0, 0.0, -10.0); // Then set up transformation
glRotatef(angle, 0.0, 1.0, 0.0);
//glRotatef(angle*2, 1.0, 0.0, 0.0);
//glRotatef(angle*3, 0.0, 0.0, 1.0);
glRotatef(-angle*5, 0.0, 0.0, 1.0);
m.store(); // Save current transformation
std::list<Triangle> t1 = cube1.getTriangles(m);
triangles.splice(triangles.end(), t1);
glRotatef(angle*10, 0.0, 0.0, 1.0);
m.store();
std::list<Triangle> t2 = cube2.getTriangles(m);
triangles.splice(triangles.end(), t2);
//std::sort(triangles.begin(), triangles.end(), Sorter(p));
glLoadIdentity();
glBegin(GL_TRIANGLES);
for(std::list<Triangle>::reverse_iterator t = triangles.rbegin(); t != triangles.rend(); ++t) {
t->render();
}
glEnd();
glFlush();
}
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