/* * r_init * Perform any one-time GL state changes. */ static void r_init() { lost = 0; won = 0; hit = 0; randx = rand()%21-10; randz = rand()%21-10; size = size/2; int myGLTexture, myTexWidth, myTexHeight, myTexBPP; glEnable(GL_DEPTH_TEST); // glEnable(GL_CULL_FACE); //NEW TEXTURE STUFF glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //You might want to play with changing the modes //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // renderer_img_loadTGA("buttons.tga", // &textureButtons, &myTexWidth, &myTexHeight, &myTexBPP); renderer_img_loadTGA("brick.tga", &textureBrick, &myTexWidth, &myTexHeight, &myTexBPP); renderer_img_loadTGA("Starfield.tga", &textureStars, &myTexWidth, &myTexHeight, &myTexBPP); renderer_img_loadTGA("lava01.tga", &textureLava, &myTexWidth, &myTexHeight, &myTexBPP); // renderer_model_loadASE("submarine.ASE", efalse); renderer_model_loadASE("volcano.ASE", efalse); switch(points) { case 0: renderer_img_loadTGA("score0.tga", &textureScore, &myTexWidth, &myTexHeight, &myTexBPP); break; case 1: renderer_img_loadTGA("score1.tga", &textureScore, &myTexWidth, &myTexHeight, &myTexBPP); break; case 2: renderer_img_loadTGA("score2.tga", &textureScore, &myTexWidth, &myTexHeight, &myTexBPP); break; case 3: renderer_img_loadTGA("score3.tga", &textureScore, &myTexWidth, &myTexHeight, &myTexBPP); break; case 4: renderer_img_loadTGA("score4.tga", &textureScore, &myTexWidth, &myTexHeight, &myTexBPP); break; case 5: renderer_img_loadTGA("score5.tga", &textureScore, &myTexWidth, &myTexHeight, &myTexBPP); break; case 6: renderer_img_loadTGA("score6.tga", &textureScore, &myTexWidth, &myTexHeight, &myTexBPP); break; case 7: renderer_img_loadTGA("score7.tga", &textureScore, &myTexWidth, &myTexHeight, &myTexBPP); break; case 8: renderer_img_loadTGA("score8.tga", &textureScore, &myTexWidth, &myTexHeight, &myTexBPP); break; case 9: renderer_img_loadTGA("score9.tga", &textureScore, &myTexWidth, &myTexHeight, &myTexBPP); break; } camera_init(); r_setupProjection(); }
/* * r_loadGameMeshes * Should allow the meshes to be loaded. */ static void r_loadGameMeshes(){ renderer_model_loadASE("C:/Users/Cory/workspace/FunWithSDL/Debug/models/skybox_stratosphere.ASE", efalse); renderer_model_loadASE("C:/Users/Cory/workspace/FunWithSDL/Debug/models/fighter.ASE", efalse); }