void LoadAll() { lastframe=SDL_GetTicks(); DrawLoad(); // if(texres)LoadGLTexturesHigh(); // load the textures. // else LoadGLTexturesLow(); loaded = 10; DrawLoad(); SetPlayerVars(); loaded = 20; DrawLoad(); InitItemList(); LoadItems(); loaded = 30; DrawLoad(); // xx();//debug InitQList(); loaded = 40; DrawLoad(); quadratic=gluNewQuadric(); // Create A Pointer To The Quadric Object ( NEW ) // set up lights. glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); loaded = 50; DrawLoad(); //fog glFogi(GL_FOG_MODE, fogMode[fogFilter]); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.55f); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, -0.4f); glFogf(GL_FOG_END, -15.0f); loaded = 60; DrawLoad(); if(sound)InitSounds(); loaded = 70; DrawLoad(); setupLand1(); loaded = 100; DrawLoad(); display = LAND1; }
static gmx_bool LWCallBack(t_x11 *x11,XEvent *event, Window w, void *data) { t_loadwin *lw; lw=(t_loadwin *)data; switch(event->type) { case Expose: DrawLoad(x11,&lw->wd,lw->nnodes,lw->load); break; default: break; } return FALSE; }
void MainMenu::DrawSave() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,100,0,100,-21,21); glMatrixMode(GL_MODELVIEW); glColor3f(1,1,1); c.menu_save_bg.Bind(); glBegin(GL_QUADS); glNormal3f(0,0,1); glTexCoord2f(0,0); glVertex3i(0,0,-20); glTexCoord2f(0,1); glVertex3i(0,100,-20); glTexCoord2f(1,1); glVertex3i(100,100,-20); glTexCoord2f(1,0); glVertex3i(100,0,-20); glEnd(); glColor3f(1,1,1); glBlendFunc(GL_SRC_COLOR,GL_ONE_MINUS_SRC_COLOR) ; glEnable(GL_BLEND); if(h1) glColor3f(0,1,0); else glColor3f(1,1,1); c.load_font.print(6,72,c.saveNames[0].name); if(h2) glColor3f(0,1,0); else glColor3f(1,1,1); c.load_font.print(6,52,c.saveNames[1].name); if(h3) glColor3f(0,1,0); else glColor3f(1,1,1); c.load_font.print(6,33,c.saveNames[2].name); if(h4) glColor3f(0,1,0); else glColor3f(1,1,1); c.load_font.print(56,72,c.saveNames[3].name); if(h5) glColor3f(0,1,0); else glColor3f(1,1,1); c.load_font.print(56,52,c.saveNames[4].name); if(h6) glColor3f(0,1,0); else glColor3f(1,1,1); c.load_font.print(56,33,c.saveNames[5].name); if(h7) glColor3f(0,1,0); else glColor3f(1,1,1); c.load_font.print(6,10,"Exit"); if(loadD) { DrawLoad(); return; } c.load_font.print(15,85,"Select slot to save "); glDisable(GL_BLEND); glFlush(); glutSwapBuffers(); }