File: MorphDemo.m

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function MorphDemo(textureon, dotson, normalson, stereomode)
% function MorphDemo([textureon][, dotson][, normalson][, stereomode])
% MorphDemo -- Demonstrates use of "moglmorpher" for fast morphing
% and rendering of 3D shapes. See "help moglmorpher" for info on
% moglmorphers purpose and capabilities.
%
% This demo will load two morpheable shapes from OBJ files and then
% morph them continously into each other, using a simple sine-function
% to define the timecourse of the morph.
%
% The demo is OpenGL-ES1 compatible, with some restrictions: Only cpu based,
% slower morphing. The dotson flag is ignored.
%
% Control keys and their meaning:
% 'a' == Zoom out by moving object away from viewer.
% 'z' == Zoom in by moving object close to viewer.
% 'k' and 'l' == Rotate object around axis.
% 'ESC' == Quit demo.
%
% Options:
%
% textureon = If set to 1, the objects will be textured, otherwise they will be
% just shaded without a texture. Defaults to zero.
%
% dotson = If set to 0 (default), just show surface. If set to 1, some dots are
% plotted to visualize the vertices of the underlying mesh. If set to 2, the
% mesh itself is superimposed onto the shape. If set to 3 or 4, then the projected
% vertex 2D coordinates are also visualized in a standard Matlab figure window.
%
% normalson = If set to 1, then the surface normal vectors will get visualized as
% small green lines on the surface.
%
% stereomode = n. For n>0 this activates stereoscopic rendering - The shape is
% rendered from two slightly different viewpoints and one of Psychtoolbox's
% built-in stereo display algorithms is used to present the 3D stimulus. This
% is very preliminary so it doesn't work that well yet.
%
%
% This demo and the morpheable OBJ shapes were contributed by
% Dr. Quoc C. Vuong, MPI for Biological Cybernetics, Tuebingen, Germany.

morphnormals = 1;
global win; %#ok<*GVMIS> 

% Octave's new plotting backend 'fltk' interferes with Screen(),
% due to internal use of OpenGL. Problem is it changes the
% bound OpenGL rendering context behind our back and we
% don't protect ourselves against this yet. Switch plotting backend
% to good'ol gnuplot to work around this issue until we fix it properly
% inside Screen():
if IsOctave && exist('graphics_toolkit') %#ok<EXIST> 
    graphics_toolkit ('gnuplot');
end

% Is the script running in OpenGL Psychtoolbox?
AssertOpenGL;

% Should per pixel lighting via OpenGL shading language be used? This doesnt work
% well yet.
perpixellighting = 0;

% Some default settings for rendering flags:
if nargin < 1 || isempty(textureon)
    textureon = 0;  % turn texture mapping on (1) or off (0) -- only sphere and face has textures
end
textureon %#ok<NOPRT>

if nargin < 2 || isempty(dotson)
    dotson = 0;     % turn reference dots: off(0), on (1) or show reference lines (2)
end
dotson %#ok<NOPRT>

if nargin < 3 || isempty(normalson)
    normalson = 0;     % turn reference dots: off(0), on (1) or show reference lines (2)
end
normalson %#ok<NOPRT>

if nargin < 4 || isempty(stereomode)
    stereomode = 0;
end
stereomode %#ok<NOPRT>

% Response keys: Mapping of keycodes to keynames.
KbName('UnifyKeyNames');
closer = KbName('a');
farther = KbName('z');
quitkey = KbName('ESCAPE');
rotateleft = KbName('l');
rotateright = KbName('k');

% Load OBJs. This will define topology and use of texcoords and normals:
% One can call LoadOBJFile() multiple times for loading multiple objects.
basepath = [fileparts(which(mfilename)) '/'];
objs = [ LoadOBJFile([basepath 'texblob01.obj']) LoadOBJFile([basepath 'texblob02.obj']) ];

% Find the screen to use for display:
screenid=max(Screen('Screens'));

% Disable Synctests for this simple demo:
oldskip = Screen('Preference','SkipSyncTests', 1);

% Setup Psychtoolbox for OpenGL 3D rendering support and initialize the
% mogl OpenGL for Matlab wrapper. We need to do this before the first call
% to any OpenGL function. Set debug level to zero -> Faster, but no error checking:
InitializeMatlabOpenGL(0,0);

% Open a double-buffered full-screen window: Everything is left at default
% settings, except stereomode:
if dotson~=3 && dotson~=4
   rect = [];
else
   rect = [0 0 500 500];
end

% Go for it!
PsychImaging('PrepareConfiguration');
% Use a VR HMD if available for head tracked stereoscopic 3D presentation:
hmd = PsychVRHMD('AutoSetupHMD', 'Tracked3DVR');
[win , winRect] = PsychImaging('OpenWindow', screenid, 0, rect, [], [], stereomode);

if ~isempty(hmd)
  % Fake some stereomode if HMD is used, to trigger stereo rendering:
  stereomode = 6;
end

% Setup texture mapping if wanted:
if ( textureon==1 )
    % Load and create face texture in Psychtoolbox:
    texname = [basepath 'TeapotTexture.jpg'];
    texture = imread(texname);
    texid = Screen('MakeTexture', win, texture);

    % Retrieve a standard OpenGL texture handle and target from Psychtoolbox for use with MOGL:
    [gltexid, gltextarget, uscale, vscale] = Screen('GetOpenGLTexture', win, texid, size(texture, 1), size(texture, 2));

    % Swap (u,v) <-> (v,u) to account for the transposed images read via Matlab imread():
    texcoords(2,:) = objs{1}.texcoords(1,:);
    texcoords(1,:) = 1 - objs{1}.texcoords(2,:);

    % Which texture type is provided to us by Psychtoolbox?
    if gltextarget == GL.TEXTURE_2D
        % Nothing to do for GL_TEXTURE_2D textures, unless we are on OpenGL-ES,
        % in which case only GL.TEXTURE_2D is supported, but it is not certain
        % if non-power-of-two textures are supported.
        if IsGLES
            % We are on OES, and 'MakeTexture' was supposed to make a clever choice
            % of formatting of the GL_TEXTURE_2D. Depending if npot texture are
            % supported or not, the loaded pixel image may or may not fill the unit
            % rectangle 0.0 - 1.0. We don't trust here, but queried the texture position
            % of the full size of the image in 'uscale' and 'vscale'. We can use these
            % values to rescale texture coordinates, how convenient?
            texcoords(1,:) = texcoords(1,:) * uscale;
            texcoords(2,:) = texcoords(2,:) * vscale;
        end
    else
        % Rectangle texture: We need to rescale our texcoords as they are made for
        % power-of-two textures, not rectangle textures:
        texcoords(1,:) = texcoords(1,:) * size(texture,1);
        texcoords(2,:) = texcoords(2,:) * size(texture,2);
    end
end

% Reset moglmorpher:
moglmorpher('reset');

% Add the OBJS to moglmorpher for use as morph-shapes:
for i=1:size(objs,2)
    if ( textureon==1 )
        objs{i}.texcoords = texcoords; % Add modified texture coords.
    end
    
    %objs{i}.colors = rand(4, size(objs{i}.vertices, 2));
    %objs{i}.colors(1:3,:) = 0.8;

    meshid(i) = moglmorpher('addMesh', objs{i}); %#ok<AGROW,NASGU>
end

% Output count of morph shapes:
count = moglmorpher('getMeshCount') %#ok<NOPRT,NASGU>

% Setup the OpenGL rendering context of the onscreen window for use by
% OpenGL wrapper. After this command, all following OpenGL commands will
% draw into the onscreen window 'win':
Screen('BeginOpenGL', win);

if perpixellighting==1
    % Load a GLSL shader for per-pixel lighting, built a GLSL program out of it...
    shaderpath = [PsychtoolboxRoot '/PsychDemos/OpenGL4MatlabDemos/GLSLDemoShaders/'];
    glsl=LoadGLSLProgramFromFiles([shaderpath 'Pointlightshader'],1);
    % ...and activate the shader program:
    glUseProgram(glsl);
end

if ( textureon==1 )
    % Setup texture mapping for our face texture:
    glBindTexture(gltextarget, gltexid);
    glEnable(gltextarget);

    % Choose texture application function: It shall modulate the light
    % reflection properties of the the objects surface:
    glTexEnvfv(GL.TEXTURE_ENV,GL.TEXTURE_ENV_MODE,GL.MODULATE);

    glTexParameteri(gltextarget, GL.TEXTURE_MAG_FILTER, GL.LINEAR);
    glTexParameteri(gltextarget, GL.TEXTURE_MIN_FILTER, GL.LINEAR);

    glTexParameteri(gltextarget, GL.TEXTURE_WRAP_S, GL.CLAMP_TO_EDGE);
    glTexParameteri(gltextarget, GL.TEXTURE_WRAP_T, GL.CLAMP_TO_EDGE);
end

% Get the aspect ratio of the screen, we need to correct for non-square
% pixels if we want undistorted displays of 3D objects:
ar=winRect(4)/winRect(3);

% Turn on OpenGL local lighting model: The lighting model supported by
% OpenGL is a local Phong model with Gouraud shading.
glEnable(GL.LIGHTING);

% Material colors shall track vertex colors all time:
glEnable(GL.COLOR_MATERIAL);

% Enable the first local light source GL.LIGHT_0. Each OpenGL
% implementation is guaranteed to support at least 8 light sources. 
glEnable(GL.LIGHT0);

% Enable proper occlusion handling via depth tests:
glEnable(GL.DEPTH_TEST);

% Define the light reflection properties by setting up reflection
% coefficients for ambient, diffuse and specular reflection:
glMaterialfv(GL.FRONT_AND_BACK,GL.AMBIENT, [ 0.5 0.5 0.5 1 ]);
glMaterialfv(GL.FRONT_AND_BACK,GL.DIFFUSE, [ .7 .7 .7 1 ]);
glMaterialfv(GL.FRONT_AND_BACK,GL.SPECULAR, [ 0.2 0.2 0.2 1 ]);
glMaterialfv(GL.FRONT_AND_BACK,GL.SHININESS,12);

% Make sure that surface normals are always normalized to unit-length,
% regardless what happens to them during morphing. This is important for
% correct lighting calculations:
glEnable(GL.NORMALIZE);

% Set projection matrix: This defines a perspective projection,
% corresponding to the model of a pin-hole camera - which is a good
% approximation of the human eye and of standard real world cameras --
% well, the best aproximation one can do with 3 lines of code ;-)
glMatrixMode(GL.PROJECTION);
glLoadIdentity;

if ~isempty(hmd)
  % HMD in use: Get optimal projection matrices from its driver:
  [projMatrix{1}, projMatrix{2}] = PsychVRHMD('GetStaticRenderParameters', hmd);
else
  % Field of view is +/- 25 degrees from line of sight. Objects close than
  % 0.1 distance units or farther away than 200 distance units get clipped
  % away, aspect ratio is adapted to the monitors aspect ratio:
  gluPerspective(25.0,1/ar,0.1,200.0);
end

% Setup modelview matrix: This defines the position, orientation and
% looking direction of the virtual camera:
glMatrixMode(GL.MODELVIEW);
glLoadIdentity;

% Setup position of lightsource wrt. origin of world:
% Pointlightsource at (20 , 20, 20)...
glLightfv(GL.LIGHT0,GL.POSITION,[ 20 20 20 0 ]);

% Setup emission properties of the light source:

% Emits white (1,1,1,1) diffuse light:
glLightfv(GL.LIGHT0,GL.DIFFUSE, [ 1 1 1 1 ]);

% Emits white (1,1,1,1) specular light:
glLightfv(GL.LIGHT0,GL.SPECULAR, [ 1 1 1 1 ]);

% There's also some weak ambient light present:
glLightfv(GL.LIGHT0,GL.AMBIENT, [ 0.1 0.1 0.1 1 ]);

% Set size of points for drawing of reference dots
glPointSize(3.0);

% Set thickness of reference lines:
glLineWidth(2.0);

% Add z-offset to reference lines, so they do not get occluded by surface:
glPolygonOffset(0, -5);
if ~IsGLES
    glEnable(GL.POLYGON_OFFSET_LINE);
else
    % glPolygonMode() and associated settings are unsupported on OpenGL-ES.
    % Btw. on OpenGL-3+, only GL.FRONT_AND_BACK are allowable 'face' settings
    % for glPolygonMode, although the function is supported other than that.
    % The glFeedbackBuffer() function used by moglmorpher() for dotson == 4
    % is also not supported. Effectively this limits us to the default of zero.
    if dotson ~= 0
        fprintf('Non zero dotson settings are not supported on OpenGL-ES hardware. Reverting to zero.\n');
        dotson = 0;
    end
end

% Use alpha-blending:
glEnable(GL.BLEND);
glBlendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA);

% Initialize amount and direction of rotation for our slowly spinning,
% morphing objects:
theta=0;
rotatev=[ 0 0 1 ];

% Initialize morph vector:
w=[ 0 1 ];

% Setup initial z-distance of objects:
zz = 20.0;

ang = 0.0;      % Initial rotation angle

% Half eye separation in length units for quick & dirty stereoscopic
% rendering. Our way of stereo is not correct, but it makes for a
% nice demo. Figuring out proper values is not too difficult, but
% left as an exercise to the reader.
eye_halfdist=3;

% Finish OpenGL setup and check for OpenGL errors:
Screen('EndOpenGL', win);

% Compute initial morphed shape for next frame, based on initial weights:
moglmorpher('computeMorph', w, morphnormals);

% Block keyboard input from spilling into Console:
ListenChar(2);

% Retrieve duration of a single monitor flip interval: Needed for smooth
% animation.
ifi = Screen('GetFlipInterval', win);

% Initially sync us to the VBL:
vbl=Screen('Flip', win);

% Some stats...
tstart=vbl;
framecount = 0;
waitframes = 1;

% Animation loop: Run until key press or one minute has elapsed...
t = GetSecs;
while ((GetSecs - t) < 60)
    if ~isempty(hmd)
        % Track and predict head position and orientation, retrieve modelview
        % camera matrices for rendering of each eye. Apply some global transformation
        % to returned camera matrices. In this case a translation + rotation, as defined
        % by the PsychGetPositionYawMatrix() helper function:
        state = PsychVRHMD('PrepareRender', hmd, PsychGetPositionYawMatrix([0, 0, zz], 0));
    end

    % Switch to OpenGL rendering for drawing of next frame:
    Screen('BeginOpenGL', win);

    if isempty(hmd)
      % Left-eye cam is located at 3D position (-eye_halfdist,0,zz), points upright (0,1,0) and fixates
      % at the origin (0,0,0) of the worlds coordinate system:
      glLoadIdentity;
      gluLookAt(-eye_halfdist, 0, zz, 0, 0, 0, 0, 1, 0);
    else
      glMatrixMode(GL.PROJECTION);
      glLoadMatrixd(projMatrix{1});
      glMatrixMode(GL.MODELVIEW);
      glLoadMatrixd(state.modelView{1});
    end

    % Draw into image buffer for left eye:
    Screen('EndOpenGL', win);
    Screen('SelectStereoDrawBuffer', win, 0);
    Screen('BeginOpenGL', win);

    % Clear out the depth-buffer for proper occlusion handling:
    glClear(GL.DEPTH_BUFFER_BIT);

    % Call our subfunction that does the actual drawing of the shape (see below):
    drawShape(ang, theta, rotatev, dotson, normalson);
    
    % Stereo rendering requested?
    if stereomode > 0
        % Yes! We need to render the same object again, just with a different
        % camera position, this time for the right eye:

        if isempty(hmd)
            % Right-eye cam is located at 3D position (+eye_halfdist,0,zz), points upright (0,1,0) and fixates
            % at the origin (0,0,0) of the worlds coordinate system:
            glLoadIdentity;
            gluLookAt(+eye_halfdist, 0, zz, 0, 0, 0, 0, 1, 0);
        else
            glMatrixMode(GL.PROJECTION);
            glLoadMatrixd(projMatrix{2});
            glMatrixMode(GL.MODELVIEW);
            glLoadMatrixd(state.modelView{2});
        end

        % Draw into image buffer for right eye:
        Screen('EndOpenGL', win);
        Screen('SelectStereoDrawBuffer', win, 1);
        Screen('BeginOpenGL', win);
    
        % Clear out the depth-buffer for proper occlusion handling:
        glClear(GL.DEPTH_BUFFER_BIT);
        
        % Call subfunction that does the actual drawing of the shape (see below):
        drawShape(ang, theta, rotatev, dotson, normalson)
    end
    
    % Finish OpenGL rendering into Psychtoolbox - window and check for OpenGL errors.
    Screen('EndOpenGL', win);

    % Tell Psychtoolbox that drawing of this stim is finished, so it can optimize
    % drawing:
    Screen('DrawingFinished', win);

    % Now that all drawing commands are submitted, we can do the other stuff before
    % the Flip:
    
    % Calculate rotation angle of object for next frame:
    theta=mod(theta+0.1, 360);
    rotatev=rotatev+0.0001*[ sin((pi/180)*theta) sin((pi/180)*2*theta) sin((pi/180)*theta/5) ];
    rotatev=rotatev/sqrt(sum(rotatev.^2));
    
    % Compute simple morph weight vector for next frame:
    w(1)=(sin(framecount / 100 * 3.1415 * 2) + 1)/2;
    w(2)=1-w(1);

    % Compute morphed shape for next frame, based on new weight vector:
    moglmorpher('computeMorph', w, morphnormals);

    if 0
        % Test morphed geometry readback:
        mverts = moglmorpher('getGeometry'); %#ok<UNRCH> 
        scatter3(mverts(1,:), mverts(2,:), mverts(3,:));
        drawnow;
    end

    % Check for keyboard press:
    [KeyIsDown, ~, KeyCode] = KbCheck;
    if KeyIsDown
        if ( KeyIsDown==1 && KeyCode(closer)==1 )
            zz=zz-0.1;
            KeyIsDown=0;
        end

        if ( KeyIsDown==1 && KeyCode(farther)==1 )
            zz=zz+0.1;
            KeyIsDown=0;
        end

        if ( KeyIsDown==1 && KeyCode(rotateright)==1 )
            ang=ang+1.0;
            KeyIsDown=0;
        end

        if ( KeyIsDown==1 && KeyCode(rotateleft)==1 )
            ang=ang-1.0;
            KeyIsDown=0;
        end

        if ( KeyIsDown==1 && KeyCode(quitkey)==1 )
            break;
        end
    end

    % Update frame animation counter:
    framecount = framecount + 1;

    % We're done for this frame:

    % Show rendered image 'waitframes' refreshes after the last time
    % the display was updated and in sync with vertical retrace:
    vbl = Screen('Flip', win, vbl + (waitframes - 0.5) * ifi);
    %Screen('Flip', win, 0, 0, 2);
end

vbl = Screen('Flip', win);

% Calculate and display average framerate:
fps = framecount / (vbl - tstart) %#ok<NOPRT,NASGU>

% Reset moglmorpher:
moglmorpher('reset');

% Close onscreen window and release all other ressources:
sca;

% Enable regular keyboard again:
ListenChar(0);

% Reenable Synctests after this simple demo:
Screen('Preference','SkipSyncTests', oldskip);

% Well done!
return

% drawShape does the actual drawing:
function drawShape(ang, theta, rotatev, dotson, normalson)
% GL needs to be defined as "global" in each subfunction that
% executes OpenGL commands:
global GL
global win

% Backup modelview matrix:
glPushMatrix;

% Setup rotation around axis:
glRotatef(theta,rotatev(1),rotatev(2),rotatev(3));
glRotatef(ang,0,1,0);

% Scale object by a factor of a:
a=0.1;
glScalef(a,a,a);

glColor4f(0.8,0.8,0.8,1.0);

% Render current morphed shape via moglmorpher:
moglmorpher('render');

% Some extra visualizsation code for normals, mesh and vertices:
if (dotson == 1 || dotson == 3)
    % Draw some dot-markers at positions of vertices:
    % We disable lighting for this purpose:
    glDisable(GL.LIGHTING);
    % From all polygons, only their defining vertices are drawn:
    glPolygonMode(GL.FRONT_AND_BACK, GL.POINT);
    glColor4f(0,0,1,1);

    % Ask morpher to rerender the last shape:
    moglmorpher('render');

    % Reset settings for shape rendering:
    glPolygonMode(GL.FRONT_AND_BACK, GL.FILL);        
    glEnable(GL.LIGHTING);
end

if (dotson == 2)
    % Draw connecting lines to visualize the underlying geometry:
    % We disable lighting for this purpose:
    glDisable(GL.LIGHTING);
    % From all polygons, only their connecting outlines are drawn:
    glColor4f(0,0,1,1);
    glPolygonMode(GL.FRONT_AND_BACK, GL.LINE);

    % Ask morpher to rerender the last shape:
    moglmorpher('render');

    % Reset settings for shape rendering:
    glPolygonMode(GL.FRONT_AND_BACK, GL.FILL);        
    glEnable(GL.LIGHTING);
end

if (normalson > 0)
    % Draw surface normal vectors on top of object:
    glDisable(GL.LIGHTING);
    % Green is a nice color for this:
    glColor4f(0,1,0,1);

    % Ask morpher to render the normal vectors of last shape:
    moglmorpher('renderNormals', normalson);

    % Reset settings for shape rendering:
    glEnable(GL.LIGHTING);
    glColor4f(0,0,1,1);
end

if (dotson == 3 || dotson == 4)
   % Compute and retrieve projected screen-space vertex positions:
   vpos = moglmorpher('getVertexPositions', win);
   
   % Plot the projected 2D points into a Matlab figure window:
   vpos(:,2)=RectHeight(Screen('Rect', win)) - vpos(:,2);
   plot(vpos(:,1), vpos(:,2), '.');
   drawnow;
end

% Restore modelview matrix:
glPopMatrix;

% Done, return to main-function:
return;