Beispiel #1
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	//qglClearColor (1,0, 0.5 , 0.5); // NeVo - f*****g ugly color!
	qglClearColor (0,0,0,1);	// NeVo - clear to black
	qglCullFace(GL_FRONT);
	qglEnable(GL_TEXTURE_2D);

	qglEnable(GL_ALPHA_TEST);
	qglAlphaFunc(GL_GREATER, 0.666);

	qglDisable (GL_DEPTH_TEST);
	qglDisable (GL_CULL_FACE);
	qglDisable (GL_BLEND);

	qglColor4f (1,1,1,1);

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglShadeModel (GL_FLAT);

	GL_TextureMode( gl_texturemode->string );
	GL_TextureAlphaMode( gl_texturealphamode->string );
	GL_TextureSolidMode( gl_texturesolidmode->string );

	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);

	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	GL_TexEnv( GL_REPLACE );

	if ( qglPointParameterfEXT )
	{
		float attenuations[3];

		attenuations[0] = gl_particle_att_a->value;
		attenuations[1] = gl_particle_att_b->value;
		attenuations[2] = gl_particle_att_c->value;

		qglEnable( GL_POINT_SMOOTH );
		qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value );
		qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value );
		qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations );
	}

	if ( qglColorTableEXT && gl_ext_palettedtexture->value )
	{
		qglEnable( GL_SHARED_TEXTURE_PALETTE_EXT );

		GL_SetTexturePalette( d_8to24table );
	}

	GL_UpdateSwapInterval();
}
Beispiel #2
0
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
	qglClearColor (1.0f, 0.0f, 0.5f, 0.5f);
	qglCullFace(GL_FRONT);
	qglEnable(GL_TEXTURE_2D);

	qglEnable(GL_ALPHA_TEST);
	qglAlphaFunc(GL_GREATER, 0.666f);

	qglDisable (GL_DEPTH_TEST);
	qglDisable (GL_CULL_FACE);
	qglDisable (GL_BLEND);

	qglColor4fv(colorWhite);

	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	qglShadeModel (GL_FLAT);

	GL_TextureMode( gl_texturemode->string );
	GL_TextureAlphaMode( gl_texturealphamode->string );
	GL_TextureSolidMode( gl_texturesolidmode->string );

	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);

	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	GL_TexEnv( GL_REPLACE );

	if ( qglPointParameterfEXT && FLOAT_NE_ZERO(gl_ext_pointparameters->value))
	{
		float attenuations[3];

		attenuations[0] = gl_particle_att_a->value;
		attenuations[1] = gl_particle_att_b->value;
		attenuations[2] = gl_particle_att_c->value;

		qglEnable( GL_POINT_SMOOTH );
		qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value );
		qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value );
		qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations );
	}

	gl_swapinterval->modified = true;
	GL_UpdateSwapInterval();
}