Assimp  v3.1.1 (June 2014)
Sample_SimpleOpenGL.c File Reference

Macros

#define aisgl_max(x, y)   (y>x?y:x)
 
#define aisgl_min(x, y)   (x<y?x:y)
 

Functions

void apply_material (const struct aiMaterial *mtl)
 
void color4_to_float4 (const struct aiColor4D *c, float f[4])
 
void display (void)
 
void do_motion (void)
 
void get_bounding_box (struct aiVector3D *min, struct aiVector3D *max)
 
void get_bounding_box_for_node (const struct aiNode *nd, struct aiVector3D *min, struct aiVector3D *max, struct aiMatrix4x4 *trafo)
 
int loadasset (const char *path)
 
int main (int argc, char **argv)
 
void recursive_render (const struct aiScene *sc, const struct aiNode *nd)
 
void reshape (int width, int height)
 
void set_float4 (float f[4], float a, float b, float c, float d)
 

Variables

static float angle = 0.f
 
const struct aiScenescene = NULL
 
struct aiVector3D scene_min scene_max scene_center
 
GLuint scene_list = 0
 

Macro Definition Documentation

◆ aisgl_max

#define aisgl_max (   x,
 
)    (y>x?y:x)

◆ aisgl_min

#define aisgl_min (   x,
 
)    (x<y?x:y)

Function Documentation

◆ apply_material()

void apply_material ( const struct aiMaterial mtl)

◆ color4_to_float4()

void color4_to_float4 ( const struct aiColor4D c,
float  f[4] 
)

◆ display()

void display ( void  )

◆ do_motion()

void do_motion ( void  )

◆ get_bounding_box()

void get_bounding_box ( struct aiVector3D min,
struct aiVector3D max 
)

◆ get_bounding_box_for_node()

void get_bounding_box_for_node ( const struct aiNode nd,
struct aiVector3D min,
struct aiVector3D max,
struct aiMatrix4x4 trafo 
)

◆ loadasset()

int loadasset ( const char *  path)

◆ main()

int main ( int  argc,
char **  argv 
)

◆ recursive_render()

void recursive_render ( const struct aiScene sc,
const struct aiNode nd 
)

◆ reshape()

void reshape ( int  width,
int  height 
)

◆ set_float4()

void set_float4 ( float  f[4],
float  a,
float  b,
float  c,
float  d 
)

Variable Documentation

◆ angle

float angle = 0.f
static

◆ scene

const struct aiScene* scene = NULL

◆ scene_center

struct aiVector3D scene_min scene_max scene_center

◆ scene_list

GLuint scene_list = 0