void setup_gl_matrices() { #ifdef USE_OLDGL Matrix4x4 modelview = get_world_matrix() * get_view_matrix(); Matrix4x4 proj = get_projection_matrix(); Matrix4x4 tex = get_texture_matrix(); glMatrixMode(GL_TEXTURE); glLoadTransposeMatrixf(tex[0]); glMatrixMode(GL_PROJECTION); glLoadTransposeMatrixf(proj[0]); glMatrixMode(GL_MODELVIEW); glLoadTransposeMatrixf(modelview[0]); #endif }
void video_stream_instance::display() { if (m_ns != NULL) // is video attached ? { video_handler* vh = m_ns->get_video_handler(); assert(vh != NULL); rect bounds; bounds.m_x_min = 0.0f; bounds.m_y_min = 0.0f; bounds.m_x_max = PIXELS_TO_TWIPS(m_def->m_width); bounds.m_y_max = PIXELS_TO_TWIPS(m_def->m_height); cxform cx = get_world_cxform(); gameswf::rgba color = cx.transform(gameswf::rgba()); matrix m = get_world_matrix(); vh->display(&m, &bounds, color); } }