Example #1
0
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
}
Example #2
0
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();
}
Example #3
0
File: vid.c Project: btb/d2x
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();
}
Example #4
0
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);
}