#include #include #include #include void triangle() { // glClearColor(1.0f, 1.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(0.0f, 1.0f, 0.0f); glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(1.0f, -1.0f, 0.0f); glEnd(); } int main(int argc, char *argv[]) { maple_device_t *controller; glKosInit(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); // gluPerspective(45.0f, 640.0f/480.0f, 0.1f, 100.0f); // glMatrixMode(GL_MODELVIEW); // glEnable(GL_TEXTURE_2D); // glEnable(GL_DEPTH_TEST); // glFrontFace(GL_CW); // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glClearColor(0.3f, 0.4f, 0.5f, 1.0f); while (1) { // glLoadIdentity(); // glTranslatef(-5.0f, 0.0f, 0.0f); // glEnable(GL_CULL_FACE); triangle(); glKosSwapBuffers(); } return 0; }