- remove colormap from texture generation parameters. The one remaining special case, alpha texture on old hardware is now handled by the currently set texture mode at the time of use.
- use the cleaned up decal lighting code from the first GLEW branch.
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parent
7793bbbcc9
commit
887d35d559
14 changed files with 131 additions and 289 deletions
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@ -145,9 +145,9 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
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}
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wipestartscreen = new FHardwareTexture(Width, Height, false, false, false, true);
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wipestartscreen->CreateTexture(NULL, Width, Height, false, 0, CM_DEFAULT);
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wipestartscreen->CreateTexture(NULL, Width, Height, false, 0);
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glFinish();
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wipestartscreen->Bind(0, CM_DEFAULT);
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wipestartscreen->Bind(0);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -168,9 +168,9 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
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void OpenGLFrameBuffer::WipeEndScreen()
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{
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wipeendscreen = new FHardwareTexture(Width, Height, false, false, false, true);
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wipeendscreen->CreateTexture(NULL, Width, Height, false, 0, CM_DEFAULT);
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wipeendscreen->CreateTexture(NULL, Width, Height, false, 0);
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glFlush();
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wipeendscreen->Bind(0, CM_DEFAULT);
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wipeendscreen->Bind(0);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -280,7 +280,7 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0, CM_DEFAULT);
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fb->wipestartscreen->Bind(0);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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@ -293,7 +293,7 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
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glVertex2i(fb->Width, fb->Height);
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glEnd();
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fb->wipeendscreen->Bind(0, CM_DEFAULT);
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fb->wipeendscreen->Bind(0);
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glColor4f(1.f, 1.f, 1.f, clamp(Clock/32.f, 0.f, 1.f));
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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@ -347,7 +347,7 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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// Draw the new screen on the bottom.
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.Apply();
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fb->wipeendscreen->Bind(0, CM_DEFAULT);
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fb->wipeendscreen->Bind(0);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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@ -363,7 +363,7 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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int i, dy;
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bool done = false;
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fb->wipestartscreen->Bind(0, CM_DEFAULT);
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fb->wipestartscreen->Bind(0);
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// Copy the old screen in vertical strips on top of the new one.
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while (ticks--)
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{
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@ -492,7 +492,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.EnableAlphaTest(false);
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0, CM_DEFAULT);
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fb->wipestartscreen->Bind(0);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, vb);
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@ -523,10 +523,10 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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// Burn the new screen on top of it.
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glColor4f(1.f, 1.f, 1.f, 1.f);
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fb->wipeendscreen->Bind(1, CM_DEFAULT);
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fb->wipeendscreen->Bind(1);
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//BurnTexture->Bind(0, CM_DEFAULT);
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BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, false, 0, CM_DEFAULT);
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BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, false, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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