https://blog.csdn.net/augusdi/article/details/19922295
立体显示原理:设没有立体显示的模型视图矩阵ModelView为Mv,投影矩阵为Mp,则、物体空间的任何一点为P,则变换到屏幕坐标P*=Mp×Mv×P;注意前面已经说过opengl里面坐标列优先,所以矩阵都是右乘。
左眼和右眼的变换都是由中间的变换矩阵变换而来,则立体显示中左眼的变换矩阵公式为:
P(L)*=Ms(L) × Mp(L) × Mt(L) × Mv(L) × P;
右眼的矩阵变换公式为:
P(R)*=Ms(R) × Mp(R) × Mt(R) × Mv(R) × P;
其中Ms,Mt是立体显示需要而增加的变换。
程序里面有几个参数,现实世界眼睛到屏幕的距离Fd,两眼之间的距离Sd,比例尺R,如图:
如上图:没有立体显示,视点位于就是中间的蓝色位置,立体显示就是将左眼(红色),右眼(绿色)的视图分开绘制。
程序中左眼用红色去画,右眼同时用绿色和蓝色绘制。
代码:
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#include <windows.h>
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#include <GL/glut.h>
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#include <math.h>
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#pragma comment(lib,"glut32.lib")
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#pragma comment(lib,"glu32.lib")
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#pragma comment(lib,"opengl32.lib")
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void init(void)
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{
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GLfloat mat_diffuse[] = { 1.0, 1.0, 0.0 };
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GLfloat mat_specular[] = {0.8, 0.8, 0.0, 1.0};
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GLfloat mat_shininess[] = { 300. };
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GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
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GLfloat light_diffuse[] = { 1.0, 1.0, 0.0 };
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GLfloat light_ambient[] = {0.7, 0.2, 0.2, 1.0};
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glShadeModel (GL_SMOOTH);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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}
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/**//*----------------------------------------------------------------------------
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* 初始化参数
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*/
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GLfloat PI=3.1415926;
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GLfloat Fd=5.0; //fusion distance
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GLfloat RealScreenToEyeDistance=1.0;
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GLfloat R = Fd / RealScreenToEyeDistance; //比例尺 R = Fd / RealScreenToEyeDistance
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GLfloat Sd = 0.05; //两眼之间的距离
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GLfloat aspect = 1.0; //gluLookAt函数里面的参数
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GLfloat fovy = 60.0; //张角
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GLfloat f = 1 / tan( (fovy * PI) / (2 * 180) ); //f=ctg(fovy/2);
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//列优先的矩阵模型视图矩阵,投影矩阵
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GLfloat LeftModelViewMatrix[16]=
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{
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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Sd * R / 2.0, 0.0, 0.0, 1.0
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};
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GLfloat LeftProjectMatrix[16]=
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{
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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-(Sd * f) / (2.0 * Fd * aspect), 0.0, 0.0, 1.0
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};
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GLfloat RightModelViewMatrix[16]=
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{
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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-Sd * R / 2.0, 0.0, 0.0, 1.0
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};
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GLfloat RightProjectMatrix[16]=
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{
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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(Sd * f) / (2.0 * Fd * aspect), 0.0, 0.0, 1.0
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};
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//for the use of rotating
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static GLfloat spin = 0.0;
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void display(void)
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{
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GLfloat matrix[16]={0.};
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glColorMask(1.0, 1.0, 1.0, 1.0);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClearDepth(1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glColor3f(1.0, 1.0, 1.0);
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//---------------------------------------------------------------------------------------------
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//Left View port
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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{
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glGetFloatv(GL_PROJECTION_MATRIX, matrix);
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glLoadIdentity();
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glMultMatrixf(LeftProjectMatrix);
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glMultMatrixf(matrix);
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{
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslated(0.0, 0.0, -Fd);
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glPushMatrix();
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{
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glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
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glLoadIdentity();
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glMultMatrixf(LeftModelViewMatrix);
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glMultMatrixf(matrix);
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glColorMask(1.0, 0.0, 0.0, 1.0);
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/**//*
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* 物体的坐标Vp
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* 变换到屏幕坐标:Vp'= LeftProjectMatrix×Mp × LeftModelViewMatrix×Mv × Mr×Vp
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*/
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glPushMatrix();
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{
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glRotatef(spin, 0.0, 1.0, 0.0);
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glutSolidTeapot(1.0);
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}
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glPopMatrix();
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}
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}
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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}
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glPopMatrix();
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glFlush();
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//---------------------------------------------------------------------------------------------
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//Right View port
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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{
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glGetFloatv(GL_PROJECTION_MATRIX, matrix);
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glLoadIdentity();
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glMultMatrixf(RightProjectMatrix);
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glMultMatrixf(matrix);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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{
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glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
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glLoadIdentity();
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glMultMatrixf(RightModelViewMatrix);
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glMultMatrixf(matrix);
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glColorMask(0.0, 1.0, 1.0, 1.0);
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glClearDepth(1.0);
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glClear(GL_DEPTH_BUFFER_BIT);
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/**//*
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* 物体的坐标Vp
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* 变换到屏幕坐标:Vp'= RightProjectMatrix×Mp× RightModelViewMatrix×Mv × Mr×Vp
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*/
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glPushMatrix();
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{
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glRotatef(spin, 0.0, 1.0, 0.0);
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glutSolidTeapot(1.0);
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//glutSolidSphere(1.0, 20, 5);
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}
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}
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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}
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glPopMatrix();
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glFlush ();
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glutSwapBuffers();
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}
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void reshape (int w, int h)
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{
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if (h == 0)
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{
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h == 1;
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}
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glViewport (0, 0, (GLsizei) w, (GLsizei) h);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity();
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//投影矩阵:Mp
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gluPerspective(fovy, (GLfloat)w / (GLfloat)h, 1.0, 20.0);
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}
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void spinDisplay(void)
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{
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spin = spin + 1.0;
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if (spin > 360.0)
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{
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spin = spin - 360.0;
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}
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glutPostRedisplay();
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}
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int main(int argc, char** argv)
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{
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glutInit(&argc, argv);
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glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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glutInitWindowSize (500, 500);
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glutInitWindowPosition (100, 100);
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glutCreateWindow (argv[0]);
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init ();
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glutDisplayFunc(display);
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glutReshapeFunc(reshape);
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glutIdleFunc(spinDisplay);
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glutMainLoop();
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return 0;
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}
相关立体显示链接:http://local.wasp.uwa.edu.au/~pbourke/projection/stereorender/