OpenGL Windows
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ec3fdfed1c
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270
src/graphics.c
270
src/graphics.c
@ -6,6 +6,10 @@
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#ifdef MACOSX
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#ifdef MACOSX
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#include <OpenGL/gl.h>
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#include <OpenGL/glu.h>
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#elif defined(WIN32)
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#else
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#else
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#include <GL/gl.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glu.h>
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@ -3659,6 +3663,7 @@ void render_cursor(pixel *vid, int x, int y, int t, int rx, int ry)
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int sdl_open(void)
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int sdl_open(void)
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{
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{
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int status;
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if (SDL_Init(SDL_INIT_VIDEO)<0)
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if (SDL_Init(SDL_INIT_VIDEO)<0)
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{
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{
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fprintf(stderr, "Initializing SDL: %s\n", SDL_GetError());
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fprintf(stderr, "Initializing SDL: %s\n", SDL_GetError());
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@ -3669,161 +3674,170 @@ int sdl_open(void)
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sdl_scrn=SDL_SetVideoMode(XRES*sdl_scale + BARSIZE*sdl_scale,YRES*sdl_scale + MENUSIZE*sdl_scale,32,SDL_OPENGL);
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sdl_scrn=SDL_SetVideoMode(XRES*sdl_scale + BARSIZE*sdl_scale,YRES*sdl_scale + MENUSIZE*sdl_scale,32,SDL_OPENGL);
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SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
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glMatrixMode(GL_PROJECTION);
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#ifdef WIN32
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glLoadIdentity();
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status = glewInit();
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if(status != GLEW_OK)
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{
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fprintf(stderr, "Initializing GLEW: %d\n", status);
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return 0;
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}
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#endif
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, (XRES+BARSIZE)*sdl_scale, 0, (YRES+MENUSIZE)*sdl_scale, -1, 1);
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glOrtho(0, (XRES+BARSIZE)*sdl_scale, 0, (YRES+MENUSIZE)*sdl_scale, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glLoadIdentity();
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glRasterPos2i(0, (YRES+MENUSIZE));
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glRasterPos2i(0, (YRES+MENUSIZE));
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glPixelZoom(sdl_scale, -sdl_scale);
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glPixelZoom(sdl_scale, -sdl_scale);
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//glPixelZoom(1, -1);
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//glPixelZoom(1, -1);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//FBO Texture
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &partsFboTex);
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glBindTexture(GL_TEXTURE_2D, partsFboTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, XRES, YRES, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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//FBO
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glGenFramebuffers(1, &partsFbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
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glEnable(GL_BLEND);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, partsFboTex, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Reset framebuffer binding
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glDisable(GL_TEXTURE_2D);
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//Texture for main UI
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//FBO Texture
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &vidBuf);
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glGenTextures(1, &partsFboTex);
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glBindTexture(GL_TEXTURE_2D, vidBuf);
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glBindTexture(GL_TEXTURE_2D, partsFboTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES+BARSIZE, YRES+MENUSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, XRES, YRES, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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//FBO
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glGenFramebuffers(1, &partsFbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
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glEnable(GL_BLEND);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, partsFboTex, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Reset framebuffer binding
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glDisable(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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//Texture for main UI
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &vidBuf);
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glBindTexture(GL_TEXTURE_2D, vidBuf);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES+BARSIZE, YRES+MENUSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glDisable(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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//Texture for air to be drawn
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &airBuf);
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glBindTexture(GL_TEXTURE_2D, airBuf);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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//Texture for air to be drawn
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &airBuf);
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//Zoom texture
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glBindTexture(GL_TEXTURE_2D, airBuf);
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glEnable(GL_TEXTURE_2D);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glGenTextures(1, &zoomTex);
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glBindTexture(GL_TEXTURE_2D, zoomTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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//Texture for velocity maps for gravity
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &partsTFX);
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glBindTexture(GL_TEXTURE_2D, partsTFX);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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//Zoom texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &zoomTex);
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glBindTexture(GL_TEXTURE_2D, zoomTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glGenTextures(1, &partsTFY);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, partsTFY);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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//Texture for velocity maps for gravity
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &partsTFX);
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//Texture for velocity maps for air
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glBindTexture(GL_TEXTURE_2D, partsTFX);
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//TODO: Combine all air maps into 3D array or structs
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &airVX);
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glBindTexture(GL_TEXTURE_2D, airVX);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenTextures(1, &airVY);
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glGenTextures(1, &partsTFY);
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glBindTexture(GL_TEXTURE_2D, airVY);
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glBindTexture(GL_TEXTURE_2D, partsTFY);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES, YRES, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenTextures(1, &airPV);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, airPV);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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//Texture for velocity maps for air
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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//TODO: Combine all air maps into 3D array or structs
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &airVX);
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glBindTexture(GL_TEXTURE_2D, airVX);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glDisable(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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//Fire alpha texture
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &fireAlpha);
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glBindTexture(GL_TEXTURE_2D, fireAlpha);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, CELL*3, CELL*3, 0, GL_ALPHA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glGenTextures(1, &airVY);
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glBindTexture(GL_TEXTURE_2D, airVY);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glDisable(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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//Glow alpha texture
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &glowAlpha);
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glBindTexture(GL_TEXTURE_2D, glowAlpha);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 11, 11, 0, GL_ALPHA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glGenTextures(1, &airPV);
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glBindTexture(GL_TEXTURE_2D, airPV);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glDisable(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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//Blur Alpha texture
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &blurAlpha);
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glBindTexture(GL_TEXTURE_2D, blurAlpha);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 7, 7, 0, GL_ALPHA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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//Fire alpha texture
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &fireAlpha);
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loadShaders();
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glBindTexture(GL_TEXTURE_2D, fireAlpha);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, CELL*3, CELL*3, 0, GL_ALPHA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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//Glow alpha texture
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &glowAlpha);
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glBindTexture(GL_TEXTURE_2D, glowAlpha);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 11, 11, 0, GL_ALPHA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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//Blur Alpha texture
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &blurAlpha);
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glBindTexture(GL_TEXTURE_2D, blurAlpha);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 7, 7, 0, GL_ALPHA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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loadShaders();
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#else
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#else
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#ifdef PIX16
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#ifdef PIX16
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if (kiosk_enable)
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if (kiosk_enable)
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