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(****************************************
* NDS NeHe Lesson 01 *
* Author: Dovoto *
****************************************)
program Lesson01;
{$mode objfpc}
uses
ctypes, nds9;
function DrawGLScene(): boolean;
begin
//we are going to use floating point for the tutorial...keep in mind the DS has no
//floating point hardware. For real life use the built in fixed point types.
//this is where the magic happens
glLoadIdentity();
result := true;
end;
begin
// Setup the Main screen for 3D
videoSetMode(MODE_0_3D);
// initialize the geometry engine
glInit();
// enable antialiasing
glEnable(GL_ANTIALIAS);
// setup the rear plane
glClearColor(0, 0, 0, 31); // BG must be opaque for AA to work
glClearPolyID(63); // BG must have a unique polygon ID for AA to work
glClearDepth($7FFF);
// Set our viewport to be the same size as the screen
glViewport(0, 0, 255, 191);
// setup the view
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, 256.0 / 192.0, 0.1, 100);
//ds specific, several attributes can be set here
glPolyFmt(POLY_ALPHA(31) or POLY_CULL_NONE);
while true do
begin
// Set the current matrix to be the model matrix
glMatrixMode(GL_MODELVIEW);
glColor3f(1, 1, 1); // Set the color..not in nehe source...ds gl default will be black
//Push our original Matrix onto the stack (save state)
glPushMatrix();
DrawGLScene();
// Pop our Matrix from the stack (restore state)
glPopMatrix(1);
//a handy little built in function to wait for a screen refresh
swiWaitForVBlank();
// flush to screen
glFlush(0);
end;
end.
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