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Get rid of unfinished demo.
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2 changed files with 2 additions and 223 deletions
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@ -1,4 +1,4 @@
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# $Id: Makefile.X11,v 1.19 2001/03/27 17:44:35 brianp Exp $
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# $Id: Makefile.X11,v 1.20 2001/08/21 05:42:11 gareth Exp $
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# Mesa 3-D graphics library
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# Version: 3.5
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@ -18,8 +18,7 @@ OSMESA_LIBS = -L$(LIBDIR) -lglut -lOSMesa -lGLU -lGL $(APP_LIB_DEPS)
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LIB_DEP = $(LIBDIR)/$(GL_LIB) $(LIBDIR)/$(GLU_LIB) $(LIBDIR)/$(GLUT_LIB)
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PROGS = anisotropic \
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bounce \
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PROGS = bounce \
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clearspd \
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cubemap \
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drawpix \
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@ -1,220 +0,0 @@
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/* $Id: anisotropic.c,v 1.1 2001/03/22 15:24:15 gareth Exp $ */
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/*
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* GL_ARB_texture_filter_anisotropic demo
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*
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* Gareth Hughes
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* March 2001
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*
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* Copyright (C) 2000 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/* This is a fairly early version. All it does is draw a couple of
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* textured quads with different forms of texture filtering. Eventually,
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* you'll be able to adjust the maximum anisotropy and so on.
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*/
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <GL/glut.h>
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#define TEXTURE_SIZE 256
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static GLubyte image[TEXTURE_SIZE][TEXTURE_SIZE][3];
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static GLfloat repeat = 1.0;
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static GLfloat texcoords[] = {
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0.0, 0.0,
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0.0, 1.0,
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1.0, 0.0,
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1.0, 1.0
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};
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static GLfloat vertices[] = {
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-400.0, -400.0, 0.0,
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-400.0, 400.0, -7000.0,
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400.0, -400.0, 0.0,
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400.0, 400.0, -7000.0
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};
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static GLfloat maxAnisotropy;
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static void init( void )
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{
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int i, j;
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if ( !glutExtensionSupported( "GL_EXT_texture_filter_anisotropic" ) ) {
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fprintf( stderr, "Sorry, this demo requires GL_EXT_texture_filter_anisotropic.\n" );
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exit( 0 );
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}
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glClearColor( 0.0, 0.0, 0.0, 0.0 );
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glShadeModel( GL_SMOOTH );
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/* Init the vertex arrays.
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*/
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glVertexPointer( 3, GL_FLOAT, 0, vertices );
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glTexCoordPointer( 2, GL_FLOAT, 0, texcoords );
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/* Init the texture environment.
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*/
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glEnable( GL_TEXTURE_2D );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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glMatrixMode( GL_TEXTURE );
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glScalef( repeat, repeat, 0 );
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glMatrixMode( GL_MODELVIEW );
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glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy );
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printf( "Maximum supported anisotropy: %.2f\n", maxAnisotropy );
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/* Make the texture image.
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*/
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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for ( i = 0 ; i < TEXTURE_SIZE ; i++ ) {
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for ( j = 0 ; j < TEXTURE_SIZE ; j++ ) {
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if ( (i/4 + j/4) & 1 ) {
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image[i][j][0] = 0;
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image[i][j][1] = 0;
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image[i][j][2] = 0;
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} else {
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image[i][j][0] = 255;
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image[i][j][1] = 255;
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image[i][j][2] = 255;
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}
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}
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}
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gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGB, TEXTURE_SIZE, TEXTURE_SIZE,
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GL_RGB, GL_UNSIGNED_BYTE, image );
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}
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static void display( void )
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{
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GLint vp[4], w, h;
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glClear( GL_COLOR_BUFFER_BIT );
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glGetIntegerv( GL_VIEWPORT, vp );
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w = vp[2] / 2;
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h = vp[3] / 2;
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/* Upper left corner:
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*/
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glViewport( 1, h + 1, w - 2, h - 2 );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy );
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glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
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/* Upper right corner:
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*/
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glViewport( w + 1, h + 1, w - 2, h - 2 );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy );
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glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
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/* Lower left corner:
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*/
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glViewport( 1, 1, w - 2, h - 2 );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy );
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glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
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/* Lower right corner:
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*/
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glViewport( w + 1, 1, w - 2, h - 2 );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy );
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glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
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glViewport( vp[0], vp[1], vp[2], vp[3] );
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glutSwapBuffers();
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}
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static void reshape( int w, int h )
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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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glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 10000.0 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -10.0 );
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}
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static void key( unsigned char key, int x, int y )
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{
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(void) x; (void) y;
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switch ( key ) {
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case 27:
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exit( 0 );
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}
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glutPostRedisplay();
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}
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static void usage( void )
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{
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/* Nothing yet... */
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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 );
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glutInitWindowSize( 600, 300 );
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glutInitWindowPosition( 0, 0 );
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glutCreateWindow( "Anisotropic Texture Filter Demo" );
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init();
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glutDisplayFunc( display );
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glutReshapeFunc( reshape );
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glutKeyboardFunc( key );
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usage();
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glutMainLoop();
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return 0;
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}
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