- remove all uses of builtin matrix manipulation. Only glLoadMatrix for view and projection matrix are left.

This commit is contained in:
Christoph Oelckers 2014-07-13 22:37:34 +02:00
commit 2214c0ac06
9 changed files with 79 additions and 122 deletions

View file

@ -54,6 +54,7 @@
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/data/gl_data.h"
#include "gl/textures/gl_hwtexture.h"
@ -386,23 +387,10 @@ FNativePalette *OpenGLFrameBuffer::CreatePalette(FRemapTable *remap)
//==========================================================================
bool OpenGLFrameBuffer::Begin2D(bool)
{
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(
(GLdouble) 0,
(GLdouble) GetWidth(),
(GLdouble) GetHeight(),
(GLdouble) 0,
(GLdouble) -1.0,
(GLdouble) 1.0
);
gl_RenderState.mViewMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.ortho(0, GetWidth(), GetHeight(), 0, -1.0f, 1.0f);
gl_RenderState.ApplyMatrices();
glDisable(GL_DEPTH_TEST);
// Korshun: ENABLE AUTOMAP ANTIALIASING!!!