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# A saucers control viewer that illustrates the screen coordinate system feature.
# Use <code>startScreenCoordinatesSystem()</code> and <code>stopScreenCoordinatesSystem()</code> to
# set this mode. Once this mode has been activated in <code>draw()</code>, the X,Y coordinates
# correspond to the pixel units (origin in the lower left corner). Combined with the
# <code>camera()->projectedCoordinatesOf()</code>, this feature enable the mix of 2D and 3D drawing.
# In this example, the arrows that designate the saucers seem to be attached to the object. Of
# course, such 2D drawing could have been computed in 3D, but this implies complex geometric
# computations to make the arrow always face the camera and this method is much simpler.
TEMPLATE = app
TARGET = screenCoordSystem
HEADERS = screenCoordSystem.h
SOURCES = screenCoordSystem.cpp main.cpp
# Since we use gluCylinder
!macx|darwin-g++ {
QMAKE_LIBS_OPENGL *= -lGLU
}
include( ../examples.pri )
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