Example #1
0
void logo()
{
	glResetMatrixStack();
	glMatrixMode(GL_PROJECTION);
	gluPerspective(20, 256.0 / 192.0, 0.1, 40);

	gluLookAt(	0.0, .55, 0.0 ,		//camera possition 
				0.0, 0.0, 0.0,		//look at
				0.0, 0.0, -1.0);		//up
				


	glLight(0, RGB15(31,31,31), 0,	floattov10(1.0)-1, 0);
	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	
	glMaterialf(GL_AMBIENT, RGB15(8,8,8));
	glMaterialf(GL_DIFFUSE, RGB15(31,31,31));
	glMaterialf(GL_SPECULAR, RGB15(31,31,31));
	glMaterialf(GL_EMISSION, RGB15(8,8,8));
	glMaterialShinyness();
	glPolyFmt( POLY_ALPHA(31) | POLY_CULL_BACK | POLY_FORMAT_LIGHT0 );
		
		
	glGenTextures(1, &logotex);
	glBindTexture(0, logotex);
	glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_256 , TEXTURE_SIZE_256, 0, TEXGEN_TEXCOORD , (u8*)billkuker_bmp_bin);
	glBindTexture(0, logotex);

	glBegin(GL_QUAD);
		glNormal(NORMAL_PACK(0,inttov10(1),0));

		glTexCoord1i(TEXTURE_PACK(0,0));
		glVertex3v16(floattov16(-0.5), floattov16(-0.5), floattov16(0.5) );
		
		glTexCoord1i(TEXTURE_PACK(inttot16(256), inttot16(0)));
		glVertex3v16(floattov16(0.5), floattov16(-0.5), floattov16(0.5) );

		glTexCoord1i(TEXTURE_PACK(inttot16(256),inttot16(256)));
		glVertex3v16(floattov16(0.5), floattov16(-0.5), floattov16(-0.5) );
		
		glTexCoord1i(TEXTURE_PACK(0, inttot16(256)));
		glVertex3v16(floattov16(-0.5),	floattov16(-0.5), floattov16(-0.5) );
	glEnd();
	
	glFlush(0);
	
	playGenericSound(down_raw, down_raw_size);
	playGenericSound(up_raw, up_raw_size);
	
	swiWaitForVBlank();
	
	iprintf("Press any button");
	
	while( !keysHeld() )
		scanKeys();
		
	glResetTextures();
	iprintf("\x1b[2J");
}
Example #2
0
template< > inline void glTexCoord1< int >			( int s )				{	glTexCoord1i(s);	};
Example #3
0
M(void, glTexCoord1i, jint s) {
	glTexCoord1i(s);
}
inline void glTexCoord( const GLint & s )	{ glTexCoord1i( s ); }
Example #5
0
/////////////////////////////////////////////////////////
// Render
//
void GEMglTexCoord1i :: render(GemState *state) {
	glTexCoord1i (s);
}