62 cfg (Int, gl_camera, GLRenderer::Free); |
62 cfg (Int, gl_camera, GLRenderer::Free); |
63 cfg (Bool, gl_blackedges, false); |
63 cfg (Bool, gl_blackedges, false); |
64 cfg (Bool, gl_axes, false); |
64 cfg (Bool, gl_axes, false); |
65 cfg (Bool, gl_wireframe, false); |
65 cfg (Bool, gl_wireframe, false); |
66 cfg (Bool, gl_logostuds, false); |
66 cfg (Bool, gl_logostuds, false); |
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67 cfg (Bool, gl_aa, true); |
67 |
68 |
68 // argh |
69 // argh |
69 const char* g_CameraNames[7] = |
70 const char* g_CameraNames[7] = |
70 { QT_TRANSLATE_NOOP ("GLRenderer", "Top"), |
71 { QT_TRANSLATE_NOOP ("GLRenderer", "Top"), |
71 QT_TRANSLATE_NOOP ("GLRenderer", "Front"), |
72 QT_TRANSLATE_NOOP ("GLRenderer", "Front"), |
183 |
184 |
184 glEnable (GL_DEPTH_TEST); |
185 glEnable (GL_DEPTH_TEST); |
185 glShadeModel (GL_SMOOTH); |
186 glShadeModel (GL_SMOOTH); |
186 glEnable (GL_MULTISAMPLE); |
187 glEnable (GL_MULTISAMPLE); |
187 |
188 |
188 glEnable (GL_LINE_SMOOTH); |
189 if (gl_aa) |
189 glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); |
190 { glEnable (GL_LINE_SMOOTH); |
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191 glEnable (GL_POLYGON_SMOOTH); |
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192 glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); |
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193 glHint (GL_POLYGON_SMOOTH_HINT, GL_NICEST); |
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194 } else |
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195 { glDisable (GL_LINE_SMOOTH); |
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196 glDisable (GL_POLYGON_SMOOTH); |
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197 } |
190 } |
198 } |
191 |
199 |
192 // ============================================================================= |
200 // ============================================================================= |
193 // ----------------------------------------------------------------------------- |
201 // ----------------------------------------------------------------------------- |
194 void GLRenderer::resetAngles() |
202 void GLRenderer::resetAngles() |