Fix scaling, no runtime scale switching yet :(

This commit is contained in:
Simon Robertshaw 2011-11-01 13:21:47 +00:00
parent a9046fe7a6
commit 241a12104b

View File

@ -1642,9 +1642,6 @@ void render_parts(pixel *vid)
int caddV = 0, caddC = 0, cadd = 0;
int clineV = 0, clineC = 0, cline = 0;
GLuint origBlendSrc, origBlendDst;
//Set coord offset
glScalef(1,-1,1);
glTranslatef(0, -YRES/*-(YRES+MENUSIZE)*/, 0);
glGetIntegerv(GL_BLEND_SRC, &origBlendSrc);
glGetIntegerv(GL_BLEND_DST, &origBlendDst);
@ -2465,9 +2462,6 @@ void render_parts(pixel *vid)
//Reset FBO
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glTranslatef(0, -MENUSIZE, 0);
//TODO: Do shit on the fbo like gravity lensing or turning stickmen into turds here
//Drawing the FBO onto the screen sounds like a cool idea now
glEnable( GL_TEXTURE_2D );
@ -2498,13 +2492,13 @@ void render_parts(pixel *vid)
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2d(1, 0);
glVertex3f(XRES*sdl_scale, (YRES)*sdl_scale, 1.0);
glVertex3f(XRES*sdl_scale, (YRES+MENUSIZE)*sdl_scale, 1.0);
glTexCoord2d(0, 0);
glVertex3f(0, (YRES)*sdl_scale, 1.0);
glVertex3f(0, (YRES+MENUSIZE)*sdl_scale, 1.0);
glTexCoord2d(0, 1);
glVertex3f(0, 0, 1.0);
glVertex3f(0, MENUSIZE*sdl_scale, 1.0);
glTexCoord2d(1, 1);
glVertex3f(XRES*sdl_scale, 0, 1.0);
glVertex3f(XRES*sdl_scale, MENUSIZE*sdl_scale, 1.0);
glEnd();
if(cmode==CM_FANCY)
@ -2514,9 +2508,6 @@ void render_parts(pixel *vid)
}
glDisable( GL_TEXTURE_2D );
//Reset coords/offset
glTranslatef(0, YRES+MENUSIZE, 0);
glScalef(1,-1,1);
glBlendFunc(origBlendSrc, origBlendDst);
#endif
}
@ -3207,17 +3198,18 @@ void render_zoom(pixel *img) //draws the zoom box
zcx0 = (zoom_x)*xfactor;
zcx1 = (zoom_x+ZSIZE)*xfactor;
zcy0 = (YRES-zoom_y+1)*yfactor;
zcy1 = (YRES-(zoom_y+ZSIZE)+1)*yfactor;
zcy0 = (zoom_y)*yfactor;
zcy1 = ((zoom_y+ZSIZE))*yfactor;
glLineWidth(sdl_scale);
glEnable(GL_LINE_SMOOTH);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_LINE_STRIP);
glVertex3i(zoom_wx-1, YRES+MENUSIZE-zoom_wy, 0);
glVertex3i(zoom_wx-1, YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR), 0);
glVertex3i(zoom_wx+ZSIZE*ZFACTOR, YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR), 0);
glVertex3i(zoom_wx+ZSIZE*ZFACTOR, YRES+MENUSIZE-zoom_wy, 0);
glVertex3i(zoom_wx-1, YRES+MENUSIZE-zoom_wy, 0);
glVertex3i((zoom_wx-1)*sdl_scale, (YRES+MENUSIZE-zoom_wy)*sdl_scale, 0);
glVertex3i((zoom_wx-1)*sdl_scale, (YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR))*sdl_scale, 0);
glVertex3i((zoom_wx+ZSIZE*ZFACTOR)*sdl_scale, (YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR))*sdl_scale, 0);
glVertex3i((zoom_wx+ZSIZE*ZFACTOR)*sdl_scale, (YRES+MENUSIZE-zoom_wy)*sdl_scale, 0);
glVertex3i((zoom_wx-1)*sdl_scale, (YRES+MENUSIZE-zoom_wy)*sdl_scale, 0);
glEnd();
glDisable(GL_LINE_SMOOTH);
@ -3232,13 +3224,13 @@ void render_zoom(pixel *img) //draws the zoom box
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2d(zcx1, zcy1);
glVertex3f(zoom_wx+ZSIZE*ZFACTOR, YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR), 1.0);
glVertex3f((zoom_wx+ZSIZE*ZFACTOR)*sdl_scale, (YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR))*sdl_scale, 1.0);
glTexCoord2d(zcx0, zcy1);
glVertex3f(zoom_wx, YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR), 1.0);
glVertex3f(zoom_wx*sdl_scale, (YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR))*sdl_scale, 1.0);
glTexCoord2d(zcx0, zcy0);
glVertex3f(zoom_wx, YRES+MENUSIZE-zoom_wy, 1.0);
glVertex3f(zoom_wx*sdl_scale, (YRES+MENUSIZE-zoom_wy)*sdl_scale, 1.0);
glTexCoord2d(zcx1, zcy0);
glVertex3f(zoom_wx+ZSIZE*ZFACTOR, YRES+MENUSIZE-zoom_wy, 1.0);
glVertex3f((zoom_wx+ZSIZE*ZFACTOR)*sdl_scale, (YRES+MENUSIZE-zoom_wy)*sdl_scale, 1.0);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable( GL_TEXTURE_2D );
@ -3252,14 +3244,15 @@ void render_zoom(pixel *img) //draws the zoom box
glLogicOp(GL_XOR);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_LINE_STRIP);
glVertex3i(zoom_x-1, YRES+MENUSIZE-(zoom_y-1), 0);
glVertex3i(zoom_x-1, YRES+MENUSIZE-(zoom_y+ZSIZE), 0);
glVertex3i(zoom_x+ZSIZE, YRES+MENUSIZE-(zoom_y+ZSIZE), 0);
glVertex3i(zoom_x+ZSIZE, YRES+MENUSIZE-(zoom_y-1), 0);
glVertex3i(zoom_x-1, YRES+MENUSIZE-(zoom_y-1), 0);
glVertex3i((zoom_x-1)*sdl_scale, (YRES+MENUSIZE-(zoom_y-1))*sdl_scale, 0);
glVertex3i((zoom_x-1)*sdl_scale, (YRES+MENUSIZE-(zoom_y+ZSIZE))*sdl_scale, 0);
glVertex3i((zoom_x+ZSIZE)*sdl_scale, (YRES+MENUSIZE-(zoom_y+ZSIZE))*sdl_scale, 0);
glVertex3i((zoom_x+ZSIZE)*sdl_scale, (YRES+MENUSIZE-(zoom_y-1))*sdl_scale, 0);
glVertex3i((zoom_x-1)*sdl_scale, (YRES+MENUSIZE-(zoom_y-1))*sdl_scale, 0);
glEnd();
glDisable(GL_COLOR_LOGIC_OP);
}
glLineWidth(1);
#else
int x, y, i, j;
pixel pix;
@ -3580,28 +3573,32 @@ void render_cursor(pixel *vid, int x, int y, int t, int rx, int ry)
glLogicOp(GL_XOR);
glBegin(GL_LINE_LOOP);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
y *= sdl_scale;
x *= sdl_scale;
ry *= sdl_scale;
rx *= sdl_scale;
if (CURRENT_BRUSH==SQUARE_BRUSH)
{
glVertex2f(x-rx+1, (YRES+MENUSIZE-y)-ry+1);
glVertex2f(x+rx+1, (YRES+MENUSIZE-y)-ry+1);
glVertex2f(x+rx+1, (YRES+MENUSIZE-y)+ry+1);
glVertex2f(x-rx+1, (YRES+MENUSIZE-y)+ry+1);
glVertex2f(x-rx+1, (YRES+MENUSIZE-y)-ry+1);
glVertex2f(x-rx+1, ((YRES+MENUSIZE)*sdl_scale-y)-ry+1);
glVertex2f(x+rx+1, ((YRES+MENUSIZE)*sdl_scale-y)-ry+1);
glVertex2f(x+rx+1, ((YRES+MENUSIZE)*sdl_scale-y)+ry+1);
glVertex2f(x-rx+1, ((YRES+MENUSIZE)*sdl_scale-y)+ry+1);
glVertex2f(x-rx+1, ((YRES+MENUSIZE)*sdl_scale-y)-ry+1);
}
else if (CURRENT_BRUSH==CIRCLE_BRUSH)
{
for (i = 0; i < 360; i++)
{
float degInRad = i*(M_PI/180.0f);
glVertex2f((cos(degInRad)*rx)+x, (sin(degInRad)*ry)+YRES+MENUSIZE-y);
glVertex2f((cos(degInRad)*rx)+x, (sin(degInRad)*ry)+(YRES+MENUSIZE)*sdl_scale-y);
}
}
else if (CURRENT_BRUSH==TRI_BRUSH)
{
glVertex2f(x+1, (YRES+MENUSIZE-y)+ry+1);
glVertex2f(x+rx+1, (YRES+MENUSIZE-y)-ry+1);
glVertex2f(x-rx+1, (YRES+MENUSIZE-y)-ry+1);
glVertex2f(x+1, (YRES+MENUSIZE-y)+ry+1);
glVertex2f(x+1, ((YRES+MENUSIZE)*sdl_scale-y)+ry+1);
glVertex2f(x+rx+1, ((YRES+MENUSIZE)*sdl_scale-y)-ry+1);
glVertex2f(x-rx+1, ((YRES+MENUSIZE)*sdl_scale-y)-ry+1);
glVertex2f(x+1, ((YRES+MENUSIZE)*sdl_scale-y)+ry+1);
}
glEnd();
glDisable(GL_COLOR_LOGIC_OP);
@ -3682,6 +3679,7 @@ void render_cursor(pixel *vid, int x, int y, int t, int rx, int ry)
#endif
}
int sdl_opened = 0;
int sdl_open(void)
{
if (SDL_Init(SDL_INIT_VIDEO)<0)
@ -3694,21 +3692,32 @@ int sdl_open(void)
sdl_scrn=SDL_SetVideoMode(XRES*sdl_scale + BARSIZE*sdl_scale,YRES*sdl_scale + MENUSIZE*sdl_scale,32,SDL_OPENGL);
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(sdl_opened)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (XRES+BARSIZE)*sdl_scale, 0, (YRES+MENUSIZE)*sdl_scale, -1, 1);
glOrtho(0, (XRES+BARSIZE)*sdl_scale, 0, (YRES+MENUSIZE)*sdl_scale, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
else
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glRasterPos2i(0, (YRES+MENUSIZE));
glPixelZoom(sdl_scale, -sdl_scale);
//glPixelZoom(1, -1);
glOrtho(0, (XRES+BARSIZE)*sdl_scale, 0, (YRES+MENUSIZE)*sdl_scale, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRasterPos2i(0, (YRES+MENUSIZE));
glPixelZoom(1, -1);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//FBO Texture
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &partsFboTex);
@ -3727,91 +3736,91 @@ int sdl_open(void)
glDisable(GL_TEXTURE_2D);
//Texture for main UI
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &vidBuf);
glBindTexture(GL_TEXTURE_2D, vidBuf);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES+BARSIZE, YRES+MENUSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &vidBuf);
glBindTexture(GL_TEXTURE_2D, vidBuf);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES+BARSIZE, YRES+MENUSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
//Texture for air to be drawn
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &airBuf);
glBindTexture(GL_TEXTURE_2D, airBuf);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
//Texture for air to be drawn
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &airBuf);
glBindTexture(GL_TEXTURE_2D, airBuf);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
//Zoom texture
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &zoomTex);
glBindTexture(GL_TEXTURE_2D, zoomTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
//Texture for velocity maps for gravity
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &partsTFX);
glBindTexture(GL_TEXTURE_2D, partsTFX);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
//Zoom texture
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &zoomTex);
glBindTexture(GL_TEXTURE_2D, zoomTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &partsTFY);
glBindTexture(GL_TEXTURE_2D, partsTFY);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
//Texture for velocity maps for gravity
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &partsTFX);
glBindTexture(GL_TEXTURE_2D, partsTFX);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
//Texture for velocity maps for air
//TODO: Combine all air maps into 3D array or structs
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &airVX);
glBindTexture(GL_TEXTURE_2D, airVX);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &partsTFY);
glBindTexture(GL_TEXTURE_2D, partsTFY);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &airVY);
glBindTexture(GL_TEXTURE_2D, airVY);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &airPV);
glBindTexture(GL_TEXTURE_2D, airPV);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
//Texture for velocity maps for air
//TODO: Combine all air maps into 3D array or structs
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &airVX);
glBindTexture(GL_TEXTURE_2D, airVX);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
//Fire alpha texture
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &airVY);
glBindTexture(GL_TEXTURE_2D, airVY);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &airPV);
glBindTexture(GL_TEXTURE_2D, airPV);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
//Fire alpha texture
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &fireAlpha);
glBindTexture(GL_TEXTURE_2D, fireAlpha);
@ -3822,7 +3831,7 @@ int sdl_open(void)
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
//Glow alpha texture
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &glowAlpha);
@ -3834,8 +3843,8 @@ int sdl_open(void)
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
//Blur Alpha texture
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &blurAlpha);
@ -3847,8 +3856,9 @@ int sdl_open(void)
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
loadShaders();
loadShaders();
}
#else
#ifdef PIX16
if (kiosk_enable)
@ -3880,6 +3890,7 @@ int sdl_open(void)
XA_TARGETS = XInternAtom(sdl_wminfo.info.x11.display, "TARGETS", 1);
sdl_wminfo.info.x11.unlock_func();
#endif
sdl_opened = 1;
return 1;
}
#ifdef OGLR