Пример #1
0
void draw_primitives(int rotation)
{
	spSetZTest( primitives_z );
	spSetZSet( primitives_z );
	spSetBlending( primitives_blending?spFloatToFixed(0.5):SP_ONE );
	SDL_Surface* screen = spGetWindowSurface();
	srand( 0 );
	int i;
	for ( i = 0; i < 8; i++ )
		spEllipseBorder( rand() % screen->w, rand() % screen->h, 0, rand() % screen->w / 4, rand() % screen->h / 4, 10, 20, rand() % 65536 );
	for ( i = 0; i < 8; i++ )
		spEllipse( rand() % screen->w, rand() % screen->h, 0, rand() % screen->w / 4, rand() % screen->h / 4, rand() % 65536 );
	for ( i = 0; i < 8; i++ )
		spRectangleBorder( rand() % screen->w, rand() % screen->h, 0,
							 rand() % screen->w / 2, rand() % screen->h / 2, 12, 6, rand() % 65536 );
	for ( i = 0; i < 8; i++ )
		spRectangle( rand() % screen->w, rand() % screen->h, 0,
					 rand() % screen->w / 2, rand() % screen->h / 2, rand() % 65536 );
	for ( i = 0; i < 64; i++ )
	{
		spSetLineWidth(rand()%8+1);
		spLine( rand() % screen->w, rand() % screen->h, 0,
		        rand() % screen->w, rand() % screen->h, 0, rand() % 65536 );
	}
	/*spSetLineWidth(5);
	spLine(292,113,0,29,192,0,12345);*/
	spSetLineWidth(1);
	spSetZTest( 1 );
	spSetZSet( 1 );
	spSetBlending( SP_ONE );
}
Пример #2
0
int main(int argc, char **argv)
{
	spInitCore();
	SDL_EnableUNICODE( 1 );

	gameSettings = new Settings();

	display = spCreateWindow( gameSettings->ScreenWidth, gameSettings->ScreenHeight, gameSettings->FullScreen, 0 );
  //Setup of the new/resized window
  spSelectRenderTarget(spGetWindowSurface());
  spSetPerspective(50.0f,(float)spGetWindowSurface()->w/(float)spGetWindowSurface()->h,0.1f,100.0f);


	spSetZTest( 0 );
	spSetZSet( 0 );
	spSetAlphaTest( 1 );

  gameStack = new StageStack();
  gameStack->Push( (Stage*)(new BootStage()) );

	deltaTime = 0;
	spLoop( engineDraw, engineUpdate, 10, resizeWindow, engineSDLEvent);

	spQuitCore();
	return 0;
}
Пример #3
0
void draw_splash(void)
{
  spClearTarget(0);
  spResetZBuffer();
	spIdentity();
	spTranslate(0,0,-3<<SP_ACCURACY);
	spSetZTest(0);
	spSetZSet(0);
	spMesh3D( sparrow_mesh, 1 );
	spMesh3D( logo_mesh, 1 );
  spFlip();  	
}
Пример #4
0
void draw_sprites(int rotation)
{
	spSetZTest( sprites_z );
	spSetZSet( sprites_z );
	SDL_Surface* screen = spGetWindowSurface();
	spRotozoomSurface( screen->w / 4, screen->h / 4, 0, sprites_garfield, spSin( rotation * 4 ) + ( spFloatToFixed( 1.5f ) ) >> 2, spCos( rotation * 8 ) + ( spFloatToFixed( 1.5f ) ) >> 2, rotation );
	spRotozoomSurfacePart( 3 * screen->w / 4, screen->h / 4, 0, sprites_garfield, sprites_garfield->w / 4, sprites_garfield->h / 4, sprites_garfield->w / 2, sprites_garfield->w / 2, spSin( rotation * 4 ) + ( spFloatToFixed( 1.5f ) ) >> 1, spCos( rotation * 8 ) + ( spFloatToFixed( 1.5f ) ) >> 1, rotation );
	sprite->rotation = 0;
	spDrawSprite( screen->w / 5, 5 * screen->h / 8, 0, sprite );
	sprite->zoomX = spSin( rotation * 8 ) + ( spFloatToFixed( 1.5f ) );
	sprite->zoomY = spCos( rotation * 6 ) + ( spFloatToFixed( 1.5f ) );
	spDrawSprite( 2 * screen->w / 5, 5 * screen->h / 8, 0, sprite );
	sprite->zoomX *= -1;
	sprite->rotation = rotation * 4;
	spDrawSprite( 3 * screen->w / 5, 5 * screen->h / 8, 0, sprite );
	sprite->zoomX = SP_ONE;
	sprite->zoomY = SP_ONE;
	spDrawSprite( 4 * screen->w / 5, 5 * screen->h / 8, 0, sprite );
	spSetZTest( 0 );
	spSetZSet( 0 );
}
Пример #5
0
void draw_schizo( void )
{
	RESET_ZBUFFER
	CLEAN_TARGET((*levelPointer)->backgroundColor)
	spSetZSet( Z_SORTING );
	spSetZTest( Z_SORTING );
	spSetAlphaTest( 1 );

	drawLevel((*levelPointer));

	//HUD (for debug reasons)
	spSetZSet( 0 );
	spSetZTest( 0 );
	spSetAlphaTest( 1 );
	char buffer[256];
	sprintf( buffer, "camera X: %i\ncamera Y: %i\ncollisiontests: %i\nfps: %i\nspeed:%.5i,%.5i",
			(*levelPointer)->currentCamera.x >> SP_ACCURACY-5,(*levelPointer)->currentCamera.y >> SP_ACCURACY-5,
			getCollisionCount(),spGetFPS(),
			(*levelPointer)->choosenPlayer->physicsElement->speed.x,
			(*levelPointer)->choosenPlayer->physicsElement->speed.y);
	spFontDrawRight( screen->w-1, screen->h-font->maxheight*5, -1, buffer, font );
	#if defined ZOOMUP && defined ZOOMDOWN
		#ifdef FIRSTUP
			spScale2XSmooth(screen,dummy_screen);
			spScaleDownSmooth(dummy_screen,screen);
		#else
			spScaleDownSmooth(screen,dummy_screen);
			spScale2XSmooth(dummy_screen,screen);
		#endif
	#elif defined ZOOMUP
		spScale2XSmooth(screen,real_screen);
	#elif defined ZOOMDOWN
		spScaleDownSmooth(screen,real_screen);
	#endif
	if (levelFade > 0) // Fade in
		spInterpolateTargetToColor(0,(levelFade*SP_ONE)/FADE_TIME);
	if (levelFade < 0) // Fade out
		spInterpolateTargetToColor(0,SP_ONE+(levelFade*SP_ONE)/FADE_TIME);
	spFlip();
}
Пример #6
0
int main( int argc, char **argv )
{
	//sparrow3D Init
	spSetDefaultWindowSize( 640, 480 ); //Creates a 640x480 window at PC instead of 320x240
	spInitCore();

	//Setup
	screen = spCreateDefaultWindow();
	spSelectRenderTarget(screen);
	resize(screen->w,screen->h);
	spSetZSet(0);
	spSetZTest(0);

	spLoop( draw_function, calc_function, 10, resize, NULL );

	//Winter Wrap up, Winter Wrap up
	spFontDelete( font );
	spQuitCore();
	return 0;
}
Пример #7
0
int main( int argc, char **argv )
{
	//sparrow3D Init
	spSetDefaultWindowSize( 640, 480 ); //Creates a 640x480 window at PC instead of 320x240
	spInitCore();

	//Setup
	screen = spCreateDefaultWindow();
	spSelectRenderTarget(screen);

	//Tile map loading
	tile_map = spLoadSurface( "./data/science_guy_frames01.png" );

	//Creating an empty sprite
	sprite = spNewSprite();
	//Filling it with it subsprites.
	int i;
	for ( i = 0; i < 9; i++ )
		spNewSubSpriteWithTiling( sprite, tile_map, i * 24 + 1, 1, 22, 46, 100 );

	//We don't want to use the zBuffer in any way
	spSetZSet(0);
	spSetZTest(0);

	//All glory the main loop
	//every frame the draw_function is called
	//every frame the calc_function is called with the past time as argument
	//at least 10 ms have to be between to frames (max 100 fps)
	//if the window is resized, the resize feedback-function is called (again)
	spLoop( draw_function, calc_function, 10, NULL, NULL );

	//Winter Wrap up, Winter Wrap up
	spDeleteSprite( sprite );
	spDeleteSurface( tile_map );
	spQuitCore();
	return 0;
}
Пример #8
0
void draw_target(int rotation)
{
	SDL_Surface* screen = spGetWindowSurface();
  //drawing on the target_texture
  spSelectRenderTarget(target_texture);
	spClearTarget(65535);
	spSetZSet(0);
	spSetZTest(0);
	target_sprite->rotation = 0;
	spDrawSprite( target_texture->w / 4, target_texture->h / 4, 0, target_sprite );
	target_sprite->zoomX = spSin( rotation * 8 ) + spFloatToFixed( 1.5f );
	target_sprite->zoomY = spCos( rotation * 6 ) + spFloatToFixed( 1.5f );
	spDrawSprite( 3 * target_texture->w / 4, target_texture->h / 4, 0, target_sprite );
	target_sprite->rotation = rotation * 4;
	spDrawSprite( target_texture->w / 4, 3 * target_texture->h / 4, 0, target_sprite );
	target_sprite->zoomX = SP_ONE;
	target_sprite->zoomY = SP_ONE;
	spDrawSprite( 3 * target_texture->w / 4, 3 * target_texture->h / 4, 0, target_sprite );

  //drawing on the target_graph
  spSelectRenderTarget(target_graph);
	spClearTarget(01234);
	spSetZSet(0);
	spSetZTest(0);
	Uint16* pixeldata = spGetTargetPixel();
	int x;
	for (x = 0;x < GRAPH_SIZE; x++)
	{
		Sint32 sx = spIntToFixed(x-GRAPH_SIZE/2)/16;
		Sint32 sy = spSin(sx+rotation*16);
		int y = spFixedToInt(sy*16)+GRAPH_SIZE/2;
		if (y>=0 && y<GRAPH_SIZE)
      pixeldata[y*GRAPH_SIZE+x] = 56789;
		sy = spCos(sx+rotation*32);
		y = spFixedToInt(sy*16)+GRAPH_SIZE/2;
		if (y>=0 && y<GRAPH_SIZE)
      pixeldata[y*GRAPH_SIZE+x] = 45678;
  }
  spUnlockRenderTarget();
	for (x = 0;x < GRAPH_SIZE-1; x++)
	{
		Sint32 sx1 = spIntToFixed(x-GRAPH_SIZE/2)/16;
		Sint32 sy1 = spTan(sx1+rotation*8);
		int y1 = spFixedToInt(sy1*16)+GRAPH_SIZE/2;
		Sint32 sx2 = spIntToFixed(x+1-GRAPH_SIZE/2)/16;
		Sint32 sy2 = spTan(sx2+rotation*8);
		int y2 = spFixedToInt(sy2*16)+GRAPH_SIZE/2;
		spLine(x,y1,0,x+1,y2,0,34567);
		sy1 = spAcos(sx1/2+spSin(rotation*24));
		y1 = spFixedToInt(sy1*16)+GRAPH_SIZE/2;
		sy2 = spAcos(sx2/2+spSin(rotation*24));
		y2 = spFixedToInt(sy2*16)+GRAPH_SIZE/2;
		spLine(x,y1,0,x+1,y2,0,23456);
		sy1 = spAsin(sx1/2+spCos(rotation*24));
		y1 = spFixedToInt(sy1*16)+GRAPH_SIZE/2;
		sy2 = spAsin(sx2/2+spCos(rotation*24));
		y2 = spFixedToInt(sy2*16)+GRAPH_SIZE/2;
		spLine(x,y1,0,x+1,y2,0,12345);
  }
  
  //drawing on the screen
  spSelectRenderTarget(screen);
	spClearTarget(0);
	spSetZSet(1);
	spSetZTest(1);
  spResetZBuffer();
	spIdentity();

	spTranslate( 0,0, spFloatToFixed( -7.0f ) );
	spRotateX( rotation );
	spRotateY( rotation );
	spRotateZ( rotation );

	//Front / Back
	spBindTexture(target_texture);
	spQuadTex3D( -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, target_texture->h - 1,
				 -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, 0,
				 spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_texture->w - 1, 0,
				 spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_texture->w - 1, target_texture->h - 1, 65535);
	spQuadTex3D( spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, target_texture->h - 1,
				 spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, 0,
				 -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_texture->w - 1, 0,
				 -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_texture->w - 1, target_texture->h - 1, 65535 );
	//Left / Right
	spBindTexture(target_graph);
	spQuadTex3D( -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, target_graph->h - 1,
				 -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, 0,
				 -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_graph->w - 1, 0,
				 -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_graph->w - 1, target_graph->h - 1, 65535 );
	spQuadTex3D( spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, target_graph->h - 1,
				 spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, 0,
				 spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_graph->w - 1, 0,
				 spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_graph->w - 1, target_graph->h - 1, 65535 );
	//Up / Down
	spBindTexture(target_garfield);
	spQuadTex3D( spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, target_garfield->h - 1,
				 spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, 0,
				 -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_garfield->w - 1, 0,
				 -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_garfield->w - 1, target_garfield->h - 1, 65535 );
	spQuadTex3D( -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, target_garfield->h - 1,
				 -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, 0,
				 spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_garfield->w - 1, 0,
				 spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_garfield->w - 1, target_garfield->h - 1, 65535 );
}
Пример #9
0
void DebugStage::Render()
{
	int elevation = 24;

	spResetZBuffer();
	spIdentity();
	spClearTarget(SDL_MapRGB( display->format, 190, 190, 220 ));

	spSetLight(1);
	spSetCulling(1);
	spSetZSet(1);
	spSetZTest(1);
	spSetAlphaTest(1);

	Sint32 brightness = 65535; // (spCos(rotation+a*SP_PI/8)>>SP_HALF_ACCURACY)*abs(spCos(rotation+a*SP_PI/8)>>SP_HALF_ACCURACY)/2+(3<<SP_ACCURACY-1);
	Uint16 color = 0x8410; // 0xFFFF; // ((brightness>>SP_ACCURACY-4)<<11)+((brightness>>SP_ACCURACY-5)<<5)+(brightness>>SP_ACCURACY-4);

	spTranslate(0,-6<<SP_ACCURACY,-24<<SP_ACCURACY);

	spRotateX(rotation);
	for( int a = 0; a < 64; a++ )
	{
		spRotateX(SP_PI/32);

		if( ((rotation / (SP_PI/32)) + a) % 64 > 32 )
		{
			int yA, yB;

			////////////////////////////////////////// Left OffRoad
			yA = -15; // + LeftWall[a+1];
			yB = -15 + LeftWall[a];
			if( yA > yB )
			{
				int yT = yB;
				yB = yA;
				yA = yT;
			}
			elevation = 25;
			spBindTexture(roadsideTexture);
			if( ((rotation / (SP_PI/32)) + a) % 64 > 56 )
			{
				spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
					((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
			}

			yA = -15 + LeftWall[(a+1) % 64] + 1;
			if( LeftWall[a+1] != LeftWall[a] )
			{
				spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
					((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
			}

			spQuadTex3D(((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
				((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);


			yA = -15; // + LeftWall[a+1];
			spBindTexture(offroadTexture);
			spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
				((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);


			////////////////////////////////////////// Right OffRoad
			yA = 15 - RightWall[a];
			yB = 15;
			if( yA > yB )
			{
				int yT = yB;
				yB = yA;
				yA = yT;
			}
			elevation = 25;
			spBindTexture(roadsideTexture);

			if( ((rotation / (SP_PI/32)) + a) % 64 > 56 )
			{
				spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
					((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
			}

			yB = 15 - RightWall[(a+1) % 64] - 1;
			if( RightWall[a+1] != RightWall[a] )
			{
				spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
					((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
			}

			spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
				((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);


			yB = 15; // + LeftWall[a+1];
			spBindTexture(offroadTexture);
			spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
				((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);


			// Draw Road
			yA = -14 + LeftWall[a];
			yB = 14 - RightWall[a];
			spBindTexture(roadTexture);
			elevation = 24;
			spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
				((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,roadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadTexture->w-SP_FONT_EXTRASPACE-1,roadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);




			/*
			for( int y = -15; y <= 15; y++ )
			{


				if( y <= -15 + LeftWall[a] || y >= 15 - RightWall[a] )
				{
					elevation = 25;
					//if( ((rotation / (SP_PI/32)) + a) % 64 == 60 && y == carPos )
					//      spBindTexture(carTexture);
					//else

					spBindTexture(roadsideTexture);
					if( ((rotation / (SP_PI/32)) + a) % 64 > 56 )
					{
						spQuadTex3D(((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
							((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
					}

					if( y == -15 + LeftWall[a] || y == 15 - RightWall[a] )
					{
						if( (y == -15 + LeftWall[a] && LeftWall[a] > LeftWall[a+1]) || (y == 15 - RightWall[a] && RightWall[a] > RightWall[a+1]) )
						{
							spQuadTex3D(((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
								((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
								((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
								((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
						}

						spQuadTex3D(((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
							((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);

						spQuadTex3D(((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
							((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
					}

					spBindTexture(offroadTexture);
					spQuadTex3D(((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
						((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
						((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
						((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);

				} else {
					//if( ((rotation / (SP_PI/32)) + a) % 64 == 60 && y == carPos )
					//      spBindTexture(carTexture);
					//else
					spBindTexture(roadTexture);
					elevation = 24;
					spQuadTex3D(((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
						((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
						((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
						((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);

				}

			}
			*/
		}
	}

	spIdentity();
	spBindTexture(carTexture);
	spTranslate( carGfxAt, -3<<SP_ACCURACY, -12<<SP_ACCURACY );
	spRotateY( (SP_PI/8)*12 );
	spRotateZ( (SP_PI/16)*26 );

	if( crashed != 0 )
	{
		spRotateX( (SP_PI/16)*(crashTick < 6 ? crashTick : 6) );
		spRotateY( (SP_PI/16)*crashTick );
		spRotateZ( (SP_PI/16)*crashTick );

		char crashText[80];
		int crashYAdj;
		if( crashHiScore >= 0 )
		{
			sprintf((char*)&crashText, "Well Done\nNew High Score\nRank %d", (crashHiScore+1) );
			crashYAdj = (int)((double)fontHiSHnd->maxheight * 1.5);
		} else {
			sprintf((char*)&crashText, "Game Over" );
			crashYAdj = (int)(fontHiSHnd->maxheight / 2);
		}
		spSetZSet( 0 );
		spSetZTest( 0 );

		spFontDrawMiddle( (gameSettings->ScreenWidth / 2) + 4, (gameSettings->ScreenHeight / 2) + 4 - crashYAdj, -1, (char*)&crashText, fontHiSHnd );
		spFontDrawMiddle( (gameSettings->ScreenWidth / 2), (gameSettings->ScreenHeight / 2) - crashYAdj, -1, (char*)&crashText, fontHiHnd );

		spSetZSet( 1 );
		spSetZTest( 1 );
	} else 	if( carGfxTo > carGfxAt ) {
		spRotateY( -(SP_PI/16) );
	}	else if( carGfxTo < carGfxAt ) {
		spRotateY( (SP_PI/16) );
	}


	spMesh3D( carMesh, 0 );

	char scoreText[15];
	sprintf((char*)&scoreText, "Score: %d", (int)(score > 9999999 ? 9999999 : score) );
	spFontDraw( 10, 10, -1, (char*)&scoreText, fontHnd );
}