| 123 | } |
| 124 | |
| 125 | void Render(vtkRenderer *renderer, vtkActor *actor) |
| 126 | { |
| 127 | if(!m_initialized){ |
| 128 | Initialize(renderer, actor); |
| 129 | m_initialized = true; |
| 130 | } |
| 131 | |
| 132 | if(!m_tesselated){ |
| 133 | m_vertex_count = m_phi_slices * m_theta_slices; |
| 134 | |
| 135 | // tesselate sphere |
| 136 | m_vertex_buffer = tesselate_sphere( |
| 137 | m_radius, m_phi_slices, m_theta_slices, m_command_queue |
| 138 | ); |
| 139 | |
| 140 | // ensure tesselation is finished (seems to be required on AMD) |
| 141 | m_command_queue.finish(); |
| 142 | |
| 143 | // set tesselated flag to true |
| 144 | m_tesselated = true; |
| 145 | } |
| 146 | |
| 147 | // draw sphere |
| 148 | glEnableClientState(GL_VERTEX_ARRAY); |
| 149 | vtkgl::BindBufferARB(vtkgl::ARRAY_BUFFER, m_vertex_buffer.get_opengl_object()); |
| 150 | glVertexPointer(4, GL_FLOAT, sizeof(float)*4, 0); |
| 151 | glDrawArrays(GL_POINTS, 0, m_vertex_count); |
| 152 | } |
| 153 | |
| 154 | void Initialize(vtkRenderer *renderer, vtkActor *actor) |
| 155 | { |
no test coverage detected