static void toggle_debugstates(float* modelview) { if (modelview){ float white[3] = {1.0, 1.0, 1.0}; glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); glEnableVertexAttribArray(ATTRIBUTE_VERTEX); agp_shader_activate(agp_default_shader(COLOR_2D)); agp_shader_envv(MODELVIEW_MATR, modelview, sizeof(float) * 16); agp_shader_forceunif("obj_col", shdrvec3, (void*) white, false); } else{ agp_shader_activate(agp_default_shader(COLOR_2D)); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glDisableVertexAttribArray(ATTRIBUTE_VERTEX); } }
static void toggle_debugstates(float* modelview) { struct agp_fenv* env = agp_env(); if (modelview){ float white[3] = {1.0, 1.0, 1.0}; env->depth_mask(GL_FALSE); env->disable(GL_DEPTH_TEST); env->enable_vertex_attrarray(ATTRIBUTE_VERTEX); agp_shader_activate(agp_default_shader(COLOR_2D)); agp_shader_envv(MODELVIEW_MATR, modelview, sizeof(float) * 16); agp_shader_forceunif("obj_col", shdrvec3, (void*) white); } else{ agp_shader_activate(agp_default_shader(COLOR_2D)); env->enable(GL_DEPTH_TEST); env->depth_mask(GL_TRUE); env->disable_vertex_attrarray(ATTRIBUTE_VERTEX); } }
void agp_activate_vstore_multi(struct storage_info_t** backing, size_t n) { char buf[] = {'m', 'a', 'p', '_', 't', 'u', 0, 0, 0}; struct agp_fenv* env = agp_env(); for (int i = 0; i < n && i < 99; i++){ env->active_texture(GL_TEXTURE0 + i); env->bind_texture(GL_TEXTURE_2D, backing[i]->vinf.text.glid); if (i < 10) buf[6] = '0' + i; else{ buf[6] = '0' + (i / 10); buf[7] = '0' + (i % 10); } agp_shader_forceunif(buf, shdrint, &i); } env->active_texture(GL_TEXTURE0); }
void agp_activate_vstore_multi(struct storage_info_t** backing, size_t n) { char buf[] = "map_tu99"; for (int i = 0; i < n && i < 99; i++){ glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, backing[i]->vinf.text.glid); if (i > 10){ buf[6] = '0' + (i / 10); buf[7] = '0' + (i % 10); buf[8] = '\0'; } else { buf[6] = '0' + i; buf[7] = '\0'; } agp_shader_forceunif(buf, shdrint, &i, false); } glActiveTexture(GL_TEXTURE0); }