Example #1
0
void Context::initContext() {
	// Here we go. From the top. Where is glResetState?
	oglDisable(GL_ALPHA_TEST);
	oglDisable(GL_AUTO_NORMAL);
	oglEnable(GL_BLEND);
	// Skip clip planes, there are thousands of them.
	oglDisable(GL_COLOR_LOGIC_OP);
	oglDisable(GL_COLOR_MATERIAL);
	oglDisable(GL_COLOR_TABLE);
	oglDisable(GL_CONVOLUTION_1D);
	oglDisable(GL_CONVOLUTION_2D);
	oglDisable(GL_CULL_FACE);
	oglDisable(GL_DEPTH_TEST);
	oglDisable(GL_DITHER);
	oglDisable(GL_FOG);
	oglDisable(GL_HISTOGRAM);
	oglDisable(GL_INDEX_LOGIC_OP);
	oglDisable(GL_LIGHTING);
	// Skip line smmooth
	// Skip map
	oglDisable(GL_MINMAX);
	// Skip polygon offset
	oglDisable(GL_SEPARABLE_2D);
	oglDisable(GL_SCISSOR_TEST);
	oglDisable(GL_STENCIL_TEST);
	oglEnable(GL_TEXTURE_2D);
	oglDisable(GL_TEXTURE_GEN_Q);
	oglDisable(GL_TEXTURE_GEN_R);
	oglDisable(GL_TEXTURE_GEN_S);
	oglDisable(GL_TEXTURE_GEN_T);

	oglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
Example #2
0
Context::Context(HDC hdc) {
    timeT = clock();
    frameCount = 0;

    ctx = owglCreateContext(hdc);
    owglMakeCurrent(hdc, ctx);

    // Here we go. From the top. Where is glResetState?
    oglDisable(GL_ALPHA_TEST);
    oglDisable(GL_AUTO_NORMAL);
    oglEnable(GL_BLEND);
    // Skip clip planes, there are thousands of them.
    oglDisable(GL_COLOR_LOGIC_OP);
    oglDisable(GL_COLOR_MATERIAL);
    oglDisable(GL_COLOR_TABLE);
    oglDisable(GL_CONVOLUTION_1D);
    oglDisable(GL_CONVOLUTION_2D);
    oglDisable(GL_CULL_FACE);
    oglDisable(GL_DEPTH_TEST);
    oglDisable(GL_DITHER);
    oglDisable(GL_FOG);
    oglDisable(GL_HISTOGRAM);
    oglDisable(GL_INDEX_LOGIC_OP);
    oglDisable(GL_LIGHTING);
    // Skip line smmooth
    // Skip map
    oglDisable(GL_MINMAX);
    // Skip polygon offset
    oglDisable(GL_SEPARABLE_2D);
    oglDisable(GL_SCISSOR_TEST);
    oglDisable(GL_STENCIL_TEST);
    oglEnable(GL_TEXTURE_2D);
    oglDisable(GL_TEXTURE_GEN_Q);
    oglDisable(GL_TEXTURE_GEN_R);
    oglDisable(GL_TEXTURE_GEN_S);
    oglDisable(GL_TEXTURE_GEN_T);

    oglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

    texture = ~0;
}