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Breadcrumbs go here --> </ul> </div> <div class="toolbuttons toolblock"> <ul> <li id="smallA" class="t_button">A</li> <li id="medA" class="t_button active">A</li> <li id="bigA" class="t_button">A</li> <li id="print" class="t_button"><a href="javascript:this.print();"> <span>Print</span></a></li> </ul> </div> </div> <div class="content mainContent"> <h1 class="title">glwidget.cpp Example File</h1> <span class="small-subtitle">opengl/grabber/glwidget.cpp</span> <!-- $$$opengl/grabber/glwidget.cpp-description --> <div class="descr"> <a name="details"></a> <pre class="cpp"> <span class="comment">/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names ** of its contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> <span class="preprocessor">#include <QtGui></span> <span class="preprocessor">#include <QtOpenGL></span> <span class="preprocessor">#include <math.h></span> <span class="preprocessor">#include "glwidget.h"</span> GLWidget<span class="operator">::</span>GLWidget(<span class="type"><a href="qwidget.html">QWidget</a></span> <span class="operator">*</span>parent) : <span class="type"><a href="qglwidget.html">QGLWidget</a></span>(parent) { gear1 <span class="operator">=</span> <span class="number">0</span>; gear2 <span class="operator">=</span> <span class="number">0</span>; gear3 <span class="operator">=</span> <span class="number">0</span>; xRot <span class="operator">=</span> <span class="number">0</span>; yRot <span class="operator">=</span> <span class="number">0</span>; zRot <span class="operator">=</span> <span class="number">0</span>; gear1Rot <span class="operator">=</span> <span class="number">0</span>; <span class="type"><a href="qtimer.html">QTimer</a></span> <span class="operator">*</span>timer <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qtimer.html">QTimer</a></span>(<span class="keyword">this</span>); connect(timer<span class="operator">,</span> SIGNAL(timeout())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(advanceGears())); timer<span class="operator">-</span><span class="operator">></span>start(<span class="number">20</span>); } GLWidget<span class="operator">::</span><span class="operator">~</span>GLWidget() { makeCurrent(); glDeleteLists(gear1<span class="operator">,</span> <span class="number">1</span>); glDeleteLists(gear2<span class="operator">,</span> <span class="number">1</span>); glDeleteLists(gear3<span class="operator">,</span> <span class="number">1</span>); } <span class="type">void</span> GLWidget<span class="operator">::</span>setXRotation(<span class="type">int</span> angle) { normalizeAngle(<span class="operator">&</span>angle); <span class="keyword">if</span> (angle <span class="operator">!</span><span class="operator">=</span> xRot) { xRot <span class="operator">=</span> angle; <span class="keyword">emit</span> xRotationChanged(angle); updateGL(); } } <span class="type">void</span> GLWidget<span class="operator">::</span>setYRotation(<span class="type">int</span> angle) { normalizeAngle(<span class="operator">&</span>angle); <span class="keyword">if</span> (angle <span class="operator">!</span><span class="operator">=</span> yRot) { yRot <span class="operator">=</span> angle; <span class="keyword">emit</span> yRotationChanged(angle); updateGL(); } } <span class="type">void</span> GLWidget<span class="operator">::</span>setZRotation(<span class="type">int</span> angle) { normalizeAngle(<span class="operator">&</span>angle); <span class="keyword">if</span> (angle <span class="operator">!</span><span class="operator">=</span> zRot) { zRot <span class="operator">=</span> angle; <span class="keyword">emit</span> zRotationChanged(angle); updateGL(); } } <span class="type">void</span> GLWidget<span class="operator">::</span>initializeGL() { <span class="keyword">static</span> <span class="keyword">const</span> GLfloat lightPos<span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">5.0f</span><span class="operator">,</span> <span class="number">5.0f</span><span class="operator">,</span> <span class="number">10.0f</span><span class="operator">,</span> <span class="number">1.0f</span> }; <span class="keyword">static</span> <span class="keyword">const</span> GLfloat reflectance1<span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">0.8f</span><span class="operator">,</span> <span class="number">0.1f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span> }; <span class="keyword">static</span> <span class="keyword">const</span> GLfloat reflectance2<span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.8f</span><span class="operator">,</span> <span class="number">0.2f</span><span class="operator">,</span> <span class="number">1.0f</span> }; <span class="keyword">static</span> <span class="keyword">const</span> GLfloat reflectance3<span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">0.2f</span><span class="operator">,</span> <span class="number">0.2f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span> }; glLightfv(GL_LIGHT0<span class="operator">,</span> GL_POSITION<span class="operator">,</span> lightPos); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); gear1 <span class="operator">=</span> makeGear(reflectance1<span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">4.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">0.7</span><span class="operator">,</span> <span class="number">20</span>); gear2 <span class="operator">=</span> makeGear(reflectance2<span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">2.0</span><span class="operator">,</span> <span class="number">2.0</span><span class="operator">,</span> <span class="number">0.7</span><span class="operator">,</span> <span class="number">10</span>); gear3 <span class="operator">=</span> makeGear(reflectance3<span class="operator">,</span> <span class="number">1.3</span><span class="operator">,</span> <span class="number">2.0</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.7</span><span class="operator">,</span> <span class="number">10</span>); glEnable(GL_NORMALIZE); glClearColor(<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span>); } <span class="type">void</span> GLWidget<span class="operator">::</span>paintGL() { glClear(GL_COLOR_BUFFER_BIT <span class="operator">|</span> GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotated(xRot <span class="operator">/</span> <span class="number">16.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span>); glRotated(yRot <span class="operator">/</span> <span class="number">16.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">0.0</span>); glRotated(zRot <span class="operator">/</span> <span class="number">16.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">1.0</span>); drawGear(gear1<span class="operator">,</span> <span class="operator">-</span><span class="number">3.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">2.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> gear1Rot <span class="operator">/</span> <span class="number">16.0</span>); drawGear(gear2<span class="operator">,</span> <span class="operator">+</span><span class="number">3.1</span><span class="operator">,</span> <span class="operator">-</span><span class="number">2.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">2.0</span> <span class="operator">*</span> (gear1Rot <span class="operator">/</span> <span class="number">16.0</span>) <span class="operator">-</span> <span class="number">9.0</span>); glRotated(<span class="operator">+</span><span class="number">90.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span>); drawGear(gear3<span class="operator">,</span> <span class="operator">-</span><span class="number">3.1</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.8</span><span class="operator">,</span> <span class="operator">-</span><span class="number">2.2</span><span class="operator">,</span> <span class="operator">+</span><span class="number">2.0</span> <span class="operator">*</span> (gear1Rot <span class="operator">/</span> <span class="number">16.0</span>) <span class="operator">-</span> <span class="number">2.0</span>); glPopMatrix(); } <span class="type">void</span> GLWidget<span class="operator">::</span>resizeGL(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height) { <span class="type">int</span> side <span class="operator">=</span> <a href="qtglobal.html#qMin">qMin</a>(width<span class="operator">,</span> height); glViewport((width <span class="operator">-</span> side) <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span> (height <span class="operator">-</span> side) <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span> side<span class="operator">,</span> side); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">5.0</span><span class="operator">,</span> <span class="number">60.0</span>); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslated(<span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">40.0</span>); } <span class="type">void</span> GLWidget<span class="operator">::</span>mousePressEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span> <span class="operator">*</span>event) { lastPos <span class="operator">=</span> event<span class="operator">-</span><span class="operator">></span>pos(); } <span class="type">void</span> GLWidget<span class="operator">::</span>mouseMoveEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span> <span class="operator">*</span>event) { <span class="type">int</span> dx <span class="operator">=</span> event<span class="operator">-</span><span class="operator">></span>x() <span class="operator">-</span> lastPos<span class="operator">.</span>x(); <span class="type">int</span> dy <span class="operator">=</span> event<span class="operator">-</span><span class="operator">></span>y() <span class="operator">-</span> lastPos<span class="operator">.</span>y(); <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">></span>buttons() <span class="operator">&</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>LeftButton) { setXRotation(xRot <span class="operator">+</span> <span class="number">8</span> <span class="operator">*</span> dy); setYRotation(yRot <span class="operator">+</span> <span class="number">8</span> <span class="operator">*</span> dx); } <span class="keyword">else</span> <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">></span>buttons() <span class="operator">&</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>RightButton) { setXRotation(xRot <span class="operator">+</span> <span class="number">8</span> <span class="operator">*</span> dy); setZRotation(zRot <span class="operator">+</span> <span class="number">8</span> <span class="operator">*</span> dx); } lastPos <span class="operator">=</span> event<span class="operator">-</span><span class="operator">></span>pos(); } <span class="type">void</span> GLWidget<span class="operator">::</span>advanceGears() { gear1Rot <span class="operator">+</span><span class="operator">=</span> <span class="number">2</span> <span class="operator">*</span> <span class="number">16</span>; updateGL(); } GLuint GLWidget<span class="operator">::</span>makeGear(<span class="keyword">const</span> GLfloat <span class="operator">*</span>reflectance<span class="operator">,</span> GLdouble innerRadius<span class="operator">,</span> GLdouble outerRadius<span class="operator">,</span> GLdouble thickness<span class="operator">,</span> GLdouble toothSize<span class="operator">,</span> GLint toothCount) { <span class="keyword">const</span> <span class="type">double</span> Pi <span class="operator">=</span> <span class="number">3.14159265358979323846</span>; GLuint list <span class="operator">=</span> glGenLists(<span class="number">1</span>); glNewList(list<span class="operator">,</span> GL_COMPILE); glMaterialfv(GL_FRONT<span class="operator">,</span> GL_AMBIENT_AND_DIFFUSE<span class="operator">,</span> reflectance); GLdouble r0 <span class="operator">=</span> innerRadius; GLdouble r1 <span class="operator">=</span> outerRadius <span class="operator">-</span> toothSize <span class="operator">/</span> <span class="number">2.0</span>; GLdouble r2 <span class="operator">=</span> outerRadius <span class="operator">+</span> toothSize <span class="operator">/</span> <span class="number">2.0</span>; GLdouble delta <span class="operator">=</span> (<span class="number">2.0</span> <span class="operator">*</span> Pi <span class="operator">/</span> toothCount) <span class="operator">/</span> <span class="number">4.0</span>; GLdouble z <span class="operator">=</span> thickness <span class="operator">/</span> <span class="number">2.0</span>; <span class="type">int</span> i<span class="operator">,</span> j; glShadeModel(GL_FLAT); <span class="keyword">for</span> (i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator"><</span> <span class="number">2</span>; <span class="operator">+</span><span class="operator">+</span>i) { GLdouble sign <span class="operator">=</span> (i <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span>) <span class="operator">?</span> <span class="operator">+</span><span class="number">1.0</span> : <span class="operator">-</span><span class="number">1.0</span>; glNormal3d(<span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> sign); glBegin(GL_QUAD_STRIP); <span class="keyword">for</span> (j <span class="operator">=</span> <span class="number">0</span>; j <span class="operator"><</span><span class="operator">=</span> toothCount; <span class="operator">+</span><span class="operator">+</span>j) { GLdouble angle <span class="operator">=</span> <span class="number">2.0</span> <span class="operator">*</span> Pi <span class="operator">*</span> j <span class="operator">/</span> toothCount; glVertex3d(r0 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r0 <span class="operator">*</span> sin(angle)<span class="operator">,</span> sign <span class="operator">*</span> z); glVertex3d(r1 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r1 <span class="operator">*</span> sin(angle)<span class="operator">,</span> sign <span class="operator">*</span> z); glVertex3d(r0 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r0 <span class="operator">*</span> sin(angle)<span class="operator">,</span> sign <span class="operator">*</span> z); glVertex3d(r1 <span class="operator">*</span> cos(angle <span class="operator">+</span> <span class="number">3</span> <span class="operator">*</span> delta)<span class="operator">,</span> r1 <span class="operator">*</span> sin(angle <span class="operator">+</span> <span class="number">3</span> <span class="operator">*</span> delta)<span class="operator">,</span> sign <span class="operator">*</span> z); } glEnd(); glBegin(GL_QUADS); <span class="keyword">for</span> (j <span class="operator">=</span> <span class="number">0</span>; j <span class="operator"><</span> toothCount; <span class="operator">+</span><span class="operator">+</span>j) { GLdouble angle <span class="operator">=</span> <span class="number">2.0</span> <span class="operator">*</span> Pi <span class="operator">*</span> j <span class="operator">/</span> toothCount; glVertex3d(r1 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r1 <span class="operator">*</span> sin(angle)<span class="operator">,</span> sign <span class="operator">*</span> z); glVertex3d(r2 <span class="operator">*</span> cos(angle <span class="operator">+</span> delta)<span class="operator">,</span> r2 <span class="operator">*</span> sin(angle <span class="operator">+</span> delta)<span class="operator">,</span> sign <span class="operator">*</span> z); glVertex3d(r2 <span class="operator">*</span> cos(angle <span class="operator">+</span> <span class="number">2</span> <span class="operator">*</span> delta)<span class="operator">,</span> r2 <span class="operator">*</span> sin(angle <span class="operator">+</span> <span class="number">2</span> <span class="operator">*</span> delta)<span class="operator">,</span> sign <span class="operator">*</span> z); glVertex3d(r1 <span class="operator">*</span> cos(angle <span class="operator">+</span> <span class="number">3</span> <span class="operator">*</span> delta)<span class="operator">,</span> r1 <span class="operator">*</span> sin(angle <span class="operator">+</span> <span class="number">3</span> <span class="operator">*</span> delta)<span class="operator">,</span> sign <span class="operator">*</span> z); } glEnd(); } glBegin(GL_QUAD_STRIP); <span class="keyword">for</span> (i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator"><</span> toothCount; <span class="operator">+</span><span class="operator">+</span>i) { <span class="keyword">for</span> (j <span class="operator">=</span> <span class="number">0</span>; j <span class="operator"><</span> <span class="number">2</span>; <span class="operator">+</span><span class="operator">+</span>j) { GLdouble angle <span class="operator">=</span> <span class="number">2.0</span> <span class="operator">*</span> Pi <span class="operator">*</span> (i <span class="operator">+</span> (j <span class="operator">/</span> <span class="number">2.0</span>)) <span class="operator">/</span> toothCount; GLdouble s1 <span class="operator">=</span> r1; GLdouble s2 <span class="operator">=</span> r2; <span class="keyword">if</span> (j <span class="operator">=</span><span class="operator">=</span> <span class="number">1</span>) <a href="qtalgorithms.html#qSwap">qSwap</a>(s1<span class="operator">,</span> s2); glNormal3d(cos(angle)<span class="operator">,</span> sin(angle)<span class="operator">,</span> <span class="number">0.0</span>); glVertex3d(s1 <span class="operator">*</span> cos(angle)<span class="operator">,</span> s1 <span class="operator">*</span> sin(angle)<span class="operator">,</span> <span class="operator">+</span>z); glVertex3d(s1 <span class="operator">*</span> cos(angle)<span class="operator">,</span> s1 <span class="operator">*</span> sin(angle)<span class="operator">,</span> <span class="operator">-</span>z); glNormal3d(s2 <span class="operator">*</span> sin(angle <span class="operator">+</span> delta) <span class="operator">-</span> s1 <span class="operator">*</span> sin(angle)<span class="operator">,</span> s1 <span class="operator">*</span> cos(angle) <span class="operator">-</span> s2 <span class="operator">*</span> cos(angle <span class="operator">+</span> delta)<span class="operator">,</span> <span class="number">0.0</span>); glVertex3d(s2 <span class="operator">*</span> cos(angle <span class="operator">+</span> delta)<span class="operator">,</span> s2 <span class="operator">*</span> sin(angle <span class="operator">+</span> delta)<span class="operator">,</span> <span class="operator">+</span>z); glVertex3d(s2 <span class="operator">*</span> cos(angle <span class="operator">+</span> delta)<span class="operator">,</span> s2 <span class="operator">*</span> sin(angle <span class="operator">+</span> delta)<span class="operator">,</span> <span class="operator">-</span>z); } } glVertex3d(r1<span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="operator">+</span>z); glVertex3d(r1<span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="operator">-</span>z); glEnd(); glShadeModel(GL_SMOOTH); glBegin(GL_QUAD_STRIP); <span class="keyword">for</span> (i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator"><</span><span class="operator">=</span> toothCount; <span class="operator">+</span><span class="operator">+</span>i) { GLdouble angle <span class="operator">=</span> i <span class="operator">*</span> <span class="number">2.0</span> <span class="operator">*</span> Pi <span class="operator">/</span> toothCount; glNormal3d(<span class="operator">-</span>cos(angle)<span class="operator">,</span> <span class="operator">-</span>sin(angle)<span class="operator">,</span> <span class="number">0.0</span>); glVertex3d(r0 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r0 <span class="operator">*</span> sin(angle)<span class="operator">,</span> <span class="operator">+</span>z); glVertex3d(r0 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r0 <span class="operator">*</span> sin(angle)<span class="operator">,</span> <span class="operator">-</span>z); } glEnd(); glEndList(); <span class="keyword">return</span> list; } <span class="type">void</span> GLWidget<span class="operator">::</span>drawGear(GLuint gear<span class="operator">,</span> GLdouble dx<span class="operator">,</span> GLdouble dy<span class="operator">,</span> GLdouble dz<span class="operator">,</span> GLdouble angle) { glPushMatrix(); glTranslated(dx<span class="operator">,</span> dy<span class="operator">,</span> dz); glRotated(angle<span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">1.0</span>); glCallList(gear); glPopMatrix(); } <span class="type">void</span> GLWidget<span class="operator">::</span>normalizeAngle(<span class="type">int</span> <span class="operator">*</span>angle) { <span class="keyword">while</span> (<span class="operator">*</span>angle <span class="operator"><</span> <span class="number">0</span>) <span class="operator">*</span>angle <span class="operator">+</span><span class="operator">=</span> <span class="number">360</span> <span class="operator">*</span> <span class="number">16</span>; <span class="keyword">while</span> (<span class="operator">*</span>angle <span class="operator">></span> <span class="number">360</span> <span class="operator">*</span> <span class="number">16</span>) <span class="operator">*</span>angle <span class="operator">-</span><span class="operator">=</span> <span class="number">360</span> <span class="operator">*</span> <span class="number">16</span>; }</pre> </div> <!-- @@@opengl/grabber/glwidget.cpp --> </div> </div> </div> <div class="ft"> <span></span> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2013 Digia Plc and/or its subsidiaries. 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