void gl_DrawScreen() { GLuint texture; _glClear( GL_COLOR_BUFFER_BIT ); _glGenTextures(1, &texture); _glBindTexture( GL_TEXTURE_2D, texture ); if ((VideoMode == 0) || (VideoMode == 2) || (VideoMode == 4)) { _glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); _glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); } else { _glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); _glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); } _glTexImage2D( GL_TEXTURE_2D, 0, 3, srv_screen->w, srv_screen->h, 0, GL_BGRA, GL_UNSIGNED_BYTE, texture_buffer ); _glBegin( GL_QUADS ); _glTexCoord2i( 0, 0 ); _glVertex2i( 0, 0 ); _glTexCoord2i( 1, 0 ); _glVertex2i( screen_width, 0 ); _glTexCoord2i( 1, 1 ); _glVertex2i( screen_width, screen_height ); _glTexCoord2i( 0, 1); _glVertex2i( 0, screen_height ); _glEnd(); _glDeleteTextures(1, &texture ); }
GLAPI void GLAPIENTRY glClear( GLbitfield mask ) { OGL_CHECK_FUNC(_glClear, "glClear"); printf("gl_Clear()\n"); _glClear(mask); }