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OpenGL examples
#30
Another thing in OpenGL is quadrics. First of all I have to thank @Ashish Kushwaha for his help with quadrics here as he showed me how to bring them to QB64 in 2017. Quadrics are not directly supported by QB64, so they have to be helped via the H file. After that, they already work willingly.

The source code and zip file are attached. The zip contains 6 texture files, the source code and the necessary h file. Without it, it won't work. Upload the H file to the same folder where you have QB64PE.EXE!

Unlike the default C version, I went further here and allowed you to cause deformations of quadrics (within their parameters), i.e. a cube can be made into a brick, a block, a slab, a sphere can be made into something warped, the diameter of a cylinder can be changed and so on.

Zoom is added in the Z axis using the mouse wheel, lighting using the L key. You can change the quadric by pressing the space bar.

Quadrics can also be placed inside each other to create a new shape, but that is not part of this program.



Code: (Select All)
'Quadric demo. Show how do texture to quadric object. Thank Ashish Kushwaha for help with knowledge about gluNewQuadric arrays. Its directly unsupported QB64 type, so this program muss use external C++ help H file!


'first i declare all need glut statements (directly unsupported)  See to file help.h how its writed. Its inspired by Ashish's Planets.bas and void gluSphere used inside H file :)

Screen _NewImage(1024, 768, 32)

Declare Library "help3"
    Sub initQuadric ()
    Sub drawCylinder (ByVal Baze As Double, Byval top As Double, Byval height As Double, Byval slices As Integer, Byval stacks As Integer)
    Sub drawDisk (ByVal inner As Double, Byval outer As Double, Byval slices As Integer, Byval loops As Integer)
    Sub drawSphere (ByVal radius As Double, Byval slices As Integer, Byval stacks As Integer)
    Sub drawCone (ByVal baze As Double, Byval height As Double, Byval slices As Integer, Byval stacks As Integer)
    Sub drawPartialDisk (ByVal inner As Double, Byval outter As Double, Byval slices As Integer, Byval loops As Integer, Byval start As Double, Byval sweep As Double) 'pokud nedas slovo BYVAL, predavas offsety!
End Declare

Declare CustomType Library
    Sub gluBuild2DMipmaps (ByVal Target As _Unsigned Long, Byval iFormat As Long, Byval Wdth As Long, Byval Hght As Long, Byval format As _Unsigned Long, Byval typ As _Unsigned Long, Byval dat As _Offset)
End Declare

_Title "OpenGL Quadrics in QB64"

Type GL_Loader
    PointerGL As Long
    TextureName As String
    Filtering As _Unsigned _Byte
End Type
ReDim Shared GLL(0) As GL_Loader, t As Long
Dim Shared GL_InitInfo As _Byte, preINIT As _Byte
Dim Shared ExitSignal As _Byte, Blend As _Byte
'---------------------------------------------------
Dim Shared LightAmbient(3)
Dim Shared LightDiffuse(3) 'three arrays for light. Try comment DEPTH stetements...
Dim Shared LightPosition(3)

'declare arrays  for lightning:
LightAmbient(0) = 0.5F: LightAmbient(1) = 0.5F: LightAmbient(2) = 0.5F: LightAmbient(3) = 1.0F 'ambient light
LightDiffuse(0) = 1.0F: LightDiffuse(1) = 1.0F: LightDiffuse(2) = 1.0F: LightDiffuse(3) = 1.0F: 'direct light
LightPosition(0) = 0.0F: LightPosition(1) = 0.0F: LightPosition(2) = 2.0F: LightPosition(3) = 1.0F 'light position

Dim Shared Part1, Part2, P1, P2, Xrot, Yrot, Xspeed, Yspeed, Li, Z, Selected
Dim Shared Textures(5) As Long
Z = -5
Li = 1
P1 = 0
P2 = 1

'extras
Type Object '                     this array - for this program use: index 0 for cube;
    W As Single 'object width
    H As Single 'object height
    D As Single 'object depth
    R1 As Single 'object radius 1
    R2 As Single 'object radius 2
    Slices As Single
    Stacks As Single
    Loops As Single
    Baze As Single
    Top As Single
    Height As Single
    Inner As Single
    Outer As Single
End Type

Dim Shared Set(5) As Object
Set(0).W = 1: Set(0).H = 1: Set(0).D = 1 'cube
Set(1).Baze = 1: Set(1).Top = 1.4: Set(1).Height = 1: Set(1).Slices = 8: Set(1).Stacks = 4
Set(2).Inner = 0.1: Set(2).Outer = 0.7: Set(2).Slices = 40: Set(2).Loops = 60 'disc
Set(3).R1 = 1.3: Set(3).Slices = 12: Set(3).Stacks = 12 'sphere basic settings
Set(4).R1 = 1: Set(4).Height = 1: Set(4).Slices = 16: Set(4).Stacks = 30 'cone
Set(5).Inner = 0.2: Set(5).Outer = 0.4: Set(5).Slices = 12: Set(5).Loops = 40: Set(5).R1 = 45: Set(5).R2 = 135 'partial disc

_DisplayOrder _GLRender , _Software ' OpenGL draw first, therefore Software screen can rewrite OpenGL screen content
Do While _KeyHit <> 27
    While _MouseInput
        Z = Z + _MouseWheel 'depth select
    Wend
    i$ = InKey$
    Locate 1
    Select Case Selected
        Case 0 'cube
            Print "Press Q/A for Width, W/S for Height, E/D for Depth, Mousewheel for zoom                                     "
            Select Case UCase$(i$)
                Case "Q": Set(0).W = Set(0).W + .1
                Case "A": Set(0).W = Set(0).W - .1
                Case "W":: Set(0).H = Set(0).H + .1
                Case "S": Set(0).H = Set(0).H - .1
                Case "E":: Set(0).D = Set(0).D + .1
                Case "D":: Set(0).D = Set(0).D - .1
            End Select

        Case 1 'cylinder
            Print "Press Q/A for set Base, W/S for set Top, E/D for Height, R/F for Slices, G/T for Stacks, Mouse wheel for zoom"
            Select Case UCase$(i$)
                Case "Q": Set(1).Baze = Set(1).Baze + .1
                Case "A": Set(1).Baze = Set(1).Baze - .1
                Case "W": Set(1).Top = Set(1).Top + .1
                Case "S": Set(1).Top = Set(1).Top - .1
                Case "E": Set(1).Height = Set(1).Height + .1
                Case "D": Set(1).Height = Set(1).Height - .1
                Case "R": Set(1).Slices = Set(1).Slices + 1
                Case "F": Set(1).Slices = Set(1).Slices - 1
                Case "G": Set(1).Stacks = Set(1).Stacks + 1
                Case "T": Set(1).Stacks = Set(1).Stacks - 1
            End Select

        Case 2 'disc
            '    Sub drawDisk (ByVal inner As Double, Byval outer As Double, Byval slices As Integer, Byval loops As Integer)
            Print "Press Q/A for inner radius W/S for outer radius, E/D for slices, R/F for loops settin, Mouse wheel for zoom. "
            Select Case UCase$(i$)
                Case "Q": Set(2).Inner = Set(2).Inner + .1
                Case "A": Set(2).Inner = Set(2).Inner - .1
                Case "W": Set(2).Outer = Set(2).Outer + .1
                Case "S": Set(2).Outer = Set(2).Outer - .1
                Case "E": Set(2).Slices = Set(2).Slices + 1
                Case "D": Set(2).Slices = Set(2).Slices - 1
                Case "R": Set(2).Loops = Set(2).Loops + 1
                Case "F": Set(2).Loops = Set(2).Loops - 1
            End Select

        Case 3 'sphere
            '   Sub drawSphere (ByVal radius As Double, Byval slices As Integer, Byval stacks As Integer)
            Print "Press Q/A for radius W/S for slices, E/D for stacks, Mouse wheel for zoom.                                  "
            Select Case UCase$(i$)
                Case "Q": Set(3).R1 = Set(3).R1 + .1
                Case "A": Set(3).R1 = Set(3).R1 - .1
                Case "E": Set(3).Stacks = Set(3).Stacks + 1
                Case "D": Set(3).Stacks = Set(3).Stacks - 1
                Case "W": Set(3).Slices = Set(3).Slices + 1
                Case "S": Set(3).Slices = Set(3).Slices - 1
            End Select

        Case 4 'cone
            Print "Press Q/A for base radius W/S for height, E/D for slices, R/F for stacks, Mouse wheel for zoom.             "
            Select Case UCase$(i$)
                Case "Q": Set(4).R1 = Set(4).R1 + .1
                Case "A": Set(4).R1 = Set(4).R1 - .1
                Case "R": Set(4).Stacks = Set(4).Stacks + 1
                Case "F": Set(4).Stacks = Set(4).Stacks - 1
                Case "E": Set(4).Slices = Set(4).Slices + 1
                Case "D": Set(4).Slices = Set(4).Slices - 1
                Case "W": Set(4).Height = Set(4).Height + 1
                Case "S": Set(4).Height = Set(4).Height - 1
            End Select

        Case 5 'partial disc
            'Sub drawPartialDisk (ByVal inner As Double, Byval outter As Double, Byval slices As Integer, Byval loops As Integer, Byval start As Double, Byval sweep As Double) 'pokud nedas slovo BYVAL, predavas offsety!
            Print "Q/A start, W/S sweep, E/D inner rad., R/F outer rad., T/G slices, Y/H loops Mouse wheel for zoom.        "
            Select Case UCase$(i$)
                Case "Q": Set(5).R1 = Set(5).R1 + 1 'start
                Case "A": Set(5).R1 = Set(5).R1 - 1
                Case "W": Set(5).R2 = Set(5).R2 + 1 'sweep
                Case "S": Set(5).R2 = Set(5).R2 - 1
                Case "E": Set(5).Inner = Set(5).Inner + .1
                Case "D": Set(5).Inner = Set(5).Inner - .1
                Case "R": Set(5).Outer = Set(5).Outer + .1
                Case "F": Set(5).Outer = Set(5).Outer - .1
                Case "T": Set(5).Slices = Set(5).Slices + 1
                Case "G": Set(5).Slices = Set(5).Slices - 1
                Case "Y": Set(5).Loops = Set(5).Loops + 1
                Case "H": Set(5).Loops = Set(5).Loops - 1
            End Select
    End Select



    Select Case LCase$(i$)
        Case "l": Li = Li * -1: _Delay .25 'enable / disable lightning
        Case Chr$(32): Selected = Selected + 1: If Selected > 5 Then Selected = 0
    End Select
Loop


Sub _GL
    Static set()
    If preINIT = 0 Then 'procedures starting so: 1] libraries H, DLL 2] SHARED variables and SUB _GL 3] SHARED arrays and QB64
        preINIT = 1
        Exit Sub
    End If

    Xrot = Xrot + .3
    Yrot = Yrot - .3
    Init2


    'call initializing functions to do visible texture
    W = _Width
    H = _Height
    _glViewport 0, 0, W, H
    _glMatrixMode _GL_PROJECTION
    _glLoadIdentity
    _glEnable _GL_DEPTH_TEST
    If Li = 1 Then _glEnable _GL_LIGHTING Else _glDisable _GL_LIGHTING
    _glEnable _GL_LIGHT0
    _glLightfv _GL_LIGHT0, _GL_SPECULAR, _Offset(LightAmbient())
    _glLightfv _GL_LIGHT0, _GL_AMBIENT, _Offset(LightDiffuse())
    _glLightfv _GL_LIGHT0, _GL_POSITION, _Offset(LightPosition())
    _glShadeModel _GL_SMOOTH 'how to shade model with light
    _gluPerspective 33, W / H, 0.1, 600.0

    texture& = Textures(Selected) 'let each object have its own texture, textures are call from INIT2 in begin this program

    _glEnable _GL_TEXTURE_2D
    _glBindTexture _GL_TEXTURE_2D, texture&




    _glClear _GL_COLOR_BUFFER_BIT
    _glClear _GL_DEPTH_BUFFER_BIT

    _glTranslatef 0.0F, 0.0F, Z
    _glRotatef Xrot, 1.0F, 0.0F, 0.0F
    _glRotatef Yrot, 0.0F, 1.0F, 0.0F
    Rem  Dim As Double pb, part1
    Select Case Selected
        Case 0
            glDrawCube Set(0).W, Set(0).H, Set(0).D
        Case 1
            drawCylinder Set(1).Baze, Set(1).Top, Set(1).Height, Set(1).Slices, Set(1).Stacks
        Case 2:
            drawDisk Set(2).Inner, Set(2).Outer, Set(2).Slices, Set(2).Loops
        Case 3:
            drawSphere Set(3).R1, Set(3).Slices, Set(3).Stacks
        Case 4:
            drawCone Set(4).R1, Set(4).Height, Set(4).Slices, Set(4).Stacks
        Case 5
            drawPartialDisk Set(5).Inner, Set(5).Outer, Set(5).Slices, Set(5).Loops, Set(5).R1, Set(5).R2
    End Select


End Sub

Sub Init2
    If GL_InitInfo = 0 Then
        Textures(0) = LoadTexture("0.png", 1)
        Textures(1) = LoadTexture("1.png", 1)
        Textures(2) = LoadTexture("2.png", 1)
        Textures(3) = LoadTexture("3.png", 1) 'numbers as filenames = none upcase / lowercase problem for Linux...
        Textures(4) = LoadTexture("4.png", 1)
        Textures(5) = LoadTexture("5.png", 1)
        initQuadric
        GL_InitInfo = 1
        Exit Sub
    End If
End Sub



Sub glDrawCube (W, H, D)
    _glBegin _GL_QUADS
    'front wall
    '_glNormal3f 0.0F, 0.0F, 1.0F
    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F * W, -1.0F * H, 1.0F * D 'levy spodni bod
    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F * W, -1.0F * H, 1.0F * D
    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F * W, 1.0F * H, 1.0F * D
    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F * W, 1.0F * H, 1.0F * D
    'rear wall
    '_glNormal3f 0.0F, 0.0F, -1.0F
    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F * W, -1.0F * H, -1.0F * D
    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F * W, 1.0F * H, -1.0F * D
    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F * W, 1.0F * H, -1.0F * D
    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F * W, -1.0F * H, -1.0F * D
    'top wall
    '_glNormal3f 0.0F, 1.0F, 0.0F
    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F * W, 1.0F * H, -1.0F * D
    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F * W, 1.0F * H, 1.0F * D
    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F * W, 1.0F * H, 1.0F * D
    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F * W, 1.0F * H, -1.0F * D
    'bottom wall
    '_glNormal3f 0.0F, -1.0F, 0.0F
    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F * W, -1.0F * H, -1.0F * D
    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F * W, -1.0F * H, -1.0F * D
    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F * W, -1.0F * H, 1.0F * D
    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F * W, -1.0F * H, 1.0F * D
    'right wall
    '_glNormal3f 1.0F, 0.0F, 0.0F
    _glTexCoord2f 1.0F, 0.0F: _glVertex3f 1.0F * W, -1.0F * H, -1.0F * D
    _glTexCoord2f 1.0F, 1.0F: _glVertex3f 1.0F * W, 1.0F * H, -1.0F * D
    _glTexCoord2f 0.0F, 1.0F: _glVertex3f 1.0F * W, 1.0F * H, 1.0F * D
    _glTexCoord2f 0.0F, 0.0F: _glVertex3f 1.0F * W, -1.0F * H, 1.0F * D
    'left wall
    '_glNormal3f -1.0F, 0.0F, 0.0F
    _glTexCoord2f 0.0F, 0.0F: _glVertex3f -1.0F * W, -1.0F * H, -1.0F * D
    _glTexCoord2f 1.0F, 0.0F: _glVertex3f -1.0F * W, -1.0F * H, 1.0F * D
    _glTexCoord2f 1.0F, 1.0F: _glVertex3f -1.0F * W, 1.0F * H, 1.0F * D
    _glTexCoord2f 0.0F, 1.0F: _glVertex3f -1.0F * W, 1.0F * H, -1.0F * D
    _glEnd
End Sub


Function LoadTexture (image As String, Filter As _Unsigned _Byte)
    ' If GL_InitInfo = 0 Then GL_Init
    If _FileExists(image) Then
        TT = 0
        Do Until TT = UBound(GLL)
            If GLL(TT).TextureName = image$ And GLL(TT).Filtering = Filter Then
                LoadTexture = GLL(TT).PointerGL 'prevent memory leak loading next and next texture again and angain...
                Exit Function
            End If
            TT = TT + 1
        Loop

        tex& = _LoadImage(image$, 32)
        _ClearColor _RGB32(255, 255, 0), tex&
        texinv& = _NewImage(_Width(tex&), _Height(tex&), 32)

        _PutImage (0, _Height(tex&))-(_Width(tex&), 0), tex&, texinv&

        Dim Texture As _Unsigned Long
        _glGenTextures 1, _Offset(Texture) 'generate our texture handle    (reserve place in memory for new texture)
        _glBindTexture _GL_TEXTURE_2D, Texture 'select our texture handle  (set this texture for use)
        gluBuild2DMipmaps _GL_TEXTURE_2D, 4, _Width(texinv&), _Height(texinv&), _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, _Offset(texinv&)


        Dim m As _MEM
        m = _MemImage(texinv&)

        Select Case Filter
            Case 3
                'set our texture wrapping
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_S, _GL_REPEAT
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_WRAP_T, _GL_REPEAT
            Case 0
                'set out texture filtering
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_NEAREST 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down
            Case 1
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR 'for scaling down
            Case 2 'works....not sure, if this output is correct

                'gluBuild2DMipmaps(GL_TEXTURE_2D, pic->bpp/8, pic->width, pic->height, textureType, GL_UNSIGNED_BYTE, pic->data);

                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_LINEAR_MIPMAP_LINEAR 'for scaling down
                _glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR '
                '                                                                                 'for scaling UP

        End Select

        _FreeImage tex&
        _glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _Width(texinv&), _Height(texinv&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET

        saveit:
        U = UBound(GLL)
        GLL(U).PointerGL = Texture
        GLL(U).TextureName = image
        GLL(U).Filtering = Filter
        ReDim _Preserve GLL(U + 1) As GL_Loader
        _MemFree m
    Else
        Print "LoadTexture Error: "; image$; " - file not found."
    End If
    LoadTexture = Texture
End Function



.zip   quadrics.zip (Size: 1.97 MB / Downloads: 44)


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Messages In This Thread
OpenGL examples - by Petr - 03-25-2023, 04:01 PM
RE: OpenGL examples - by AshishKingdom - 03-25-2023, 09:46 PM
RE: OpenGL examples - by mnrvovrfc - 03-25-2023, 10:15 PM
RE: OpenGL examples - by Petr - 03-26-2023, 12:26 PM
RE: OpenGL examples - by Petr - 03-29-2023, 01:58 PM
RE: OpenGL examples - by dcromley - 03-29-2023, 03:35 PM
RE: OpenGL examples - by TerryRitchie - 03-29-2023, 04:19 PM
RE: OpenGL examples - by AshishKingdom - 03-31-2023, 11:25 AM
RE: OpenGL examples - by Petr - 03-31-2023, 02:31 PM
RE: OpenGL examples - by Petr - 03-31-2023, 03:12 PM
RE: OpenGL examples - by Petr - 03-31-2023, 06:24 PM
RE: OpenGL examples - by Petr - 03-31-2023, 06:59 PM
RE: OpenGL examples - by TempodiBasic - 04-13-2023, 10:53 PM
RE: OpenGL examples - by Petr - 04-01-2023, 12:56 PM
RE: OpenGL examples - by Petr - 04-01-2023, 01:19 PM
RE: OpenGL examples - by MasterGy - 04-01-2023, 05:20 PM
RE: OpenGL examples - by Petr - 04-01-2023, 06:56 PM
RE: OpenGL examples - by Petr - 04-01-2023, 07:25 PM
RE: OpenGL examples - by Petr - 04-02-2023, 06:36 PM
RE: OpenGL examples - by mnrvovrfc - 04-02-2023, 09:48 PM
RE: OpenGL examples - by Petr - 04-02-2023, 09:03 PM
RE: OpenGL examples - by MasterGy - 04-03-2023, 12:21 PM
RE: OpenGL examples - by Petr - 04-03-2023, 02:12 PM
RE: OpenGL examples - by mnrvovrfc - 04-03-2023, 03:59 PM
RE: OpenGL examples - by Petr - 04-03-2023, 02:23 PM
RE: OpenGL examples - by Petr - 04-03-2023, 07:44 PM
RE: OpenGL examples - by Petr - 04-03-2023, 09:02 PM
RE: OpenGL examples - by Petr - 04-08-2023, 08:40 PM
RE: OpenGL examples - by Petr - 04-09-2023, 07:12 PM
RE: OpenGL examples - by mnrvovrfc - 04-10-2023, 12:42 PM
RE: OpenGL examples - by Petr - 04-12-2023, 08:05 PM
RE: OpenGL examples - by Petr - 04-13-2023, 09:11 PM
RE: OpenGL examples - by mnrvovrfc - 04-14-2023, 01:46 AM
RE: OpenGL examples - by TerryRitchie - 04-14-2023, 03:10 AM
RE: OpenGL examples - by TempodiBasic - 04-14-2023, 08:52 AM
RE: OpenGL examples - by bplus - 04-14-2023, 09:17 AM
RE: OpenGL examples - by MasterGy - 04-14-2023, 10:19 AM
RE: OpenGL examples - by Petr - 04-14-2023, 02:00 PM
RE: OpenGL examples - by Petr - 04-14-2023, 04:23 PM
RE: OpenGL examples - by Petr - 04-14-2023, 08:04 PM
RE: OpenGL examples - by Petr - 04-14-2023, 09:22 PM
RE: OpenGL examples - by Petr - 04-15-2023, 03:08 PM
RE: OpenGL examples - by bplus - 04-15-2023, 05:09 PM
RE: OpenGL examples - by Petr - 04-15-2023, 09:05 PM
RE: OpenGL examples - by Petr - 04-15-2023, 09:27 PM
RE: OpenGL examples - by bplus - 04-15-2023, 10:01 PM
RE: OpenGL examples - by Petr - 04-16-2023, 05:40 AM
RE: OpenGL examples - by bplus - 04-16-2023, 02:22 PM
RE: OpenGL examples - by Petr - 04-17-2023, 06:46 PM
RE: OpenGL examples - by MasterGy - 04-19-2023, 02:43 PM
RE: OpenGL examples - by Petr - 04-19-2023, 02:49 PM
RE: OpenGL examples - by MasterGy - 04-26-2023, 10:12 AM
RE: OpenGL examples - by Petr - 04-26-2023, 02:11 PM



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