void ogl_init_state(void) { /* select clearing (background) color */ glClearColor(0.0, 0.0, 0.0, 0.0); glShadeModel(GL_SMOOTH); /* initialize viewing values */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glScalef(1.0, -1.0, 1.0); glTranslatef(0.0, -1.0, 0.0); gr_palette_step_up(0,0,0);//in case its left over from in game }
void gr_palette_load( ubyte *pal ) { int i; for (i=0; i<768; i++ ) { gr_current_pal[i] = pal[i]; if (gr_current_pal[i] > 63) gr_current_pal[i] = 63; } gr_palette_step_up(0, 0, 0); // make ogl_setbrightness_internal get run so that menus get brightened too. init_computed_colors(); }
void gr_palette_load( ubyte *pal ) { int i;//, j; for (i=0; i<768; i++ ) { gr_current_pal[i] = pal[i]; if (gr_current_pal[i] > 63) gr_current_pal[i] = 63; } //palette = screen->format->palette; gr_palette_faded_out=0; gr_palette_step_up(0, 0, 0); // make ogl_setbrightness_internal get run so that menus get brightened too. init_computed_colors(); ogl_init_shared_palette(); }
static void ogl_init_state(void) { /* select clearing (background) color */ glClearColor(0.0, 0.0, 0.0, 0.0); /* initialize viewing values */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); #ifdef OGLES glOrthof(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); #else glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); #endif glMatrixMode(GL_MODELVIEW); glLoadIdentity();//clear matrix glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gr_palette_step_up(0,0,0);//in case its left over from in game ogl_init_pixel_buffers(grd_curscreen->sc_w, grd_curscreen->sc_h); }