/* ** GL_SetDefaultState */ void GL_SetDefaultState( void ) { //qglClearColor (1,0, 0.5 , 0.5); // NeVo - f*****g ugly color! qglClearColor (0,0,0,1); // NeVo - clear to black qglCullFace(GL_FRONT); qglEnable(GL_TEXTURE_2D); qglEnable(GL_ALPHA_TEST); qglAlphaFunc(GL_GREATER, 0.666); qglDisable (GL_DEPTH_TEST); qglDisable (GL_CULL_FACE); qglDisable (GL_BLEND); qglColor4f (1,1,1,1); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglShadeModel (GL_FLAT); GL_TextureMode( gl_texturemode->string ); GL_TextureAlphaMode( gl_texturealphamode->string ); GL_TextureSolidMode( gl_texturesolidmode->string ); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_TexEnv( GL_REPLACE ); if ( qglPointParameterfEXT ) { float attenuations[3]; attenuations[0] = gl_particle_att_a->value; attenuations[1] = gl_particle_att_b->value; attenuations[2] = gl_particle_att_c->value; qglEnable( GL_POINT_SMOOTH ); qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value ); qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value ); qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations ); } if ( qglColorTableEXT && gl_ext_palettedtexture->value ) { qglEnable( GL_SHARED_TEXTURE_PALETTE_EXT ); GL_SetTexturePalette( d_8to24table ); } GL_UpdateSwapInterval(); }
/* ** GL_SetDefaultState */ void GL_SetDefaultState( void ) { qglClearColor (1.0f, 0.0f, 0.5f, 0.5f); qglCullFace(GL_FRONT); qglEnable(GL_TEXTURE_2D); qglEnable(GL_ALPHA_TEST); qglAlphaFunc(GL_GREATER, 0.666f); qglDisable (GL_DEPTH_TEST); qglDisable (GL_CULL_FACE); qglDisable (GL_BLEND); qglColor4fv(colorWhite); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglShadeModel (GL_FLAT); GL_TextureMode( gl_texturemode->string ); GL_TextureAlphaMode( gl_texturealphamode->string ); GL_TextureSolidMode( gl_texturesolidmode->string ); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_TexEnv( GL_REPLACE ); if ( qglPointParameterfEXT && FLOAT_NE_ZERO(gl_ext_pointparameters->value)) { float attenuations[3]; attenuations[0] = gl_particle_att_a->value; attenuations[1] = gl_particle_att_b->value; attenuations[2] = gl_particle_att_c->value; qglEnable( GL_POINT_SMOOTH ); qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value ); qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value ); qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations ); } gl_swapinterval->modified = true; GL_UpdateSwapInterval(); }