rewrite of radar-code
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6110 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -728,7 +728,6 @@ void clearminimap()
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COMMAND(clearminimap, ARG_NONE);
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VARFP(minimapres, 7, 9, 10, clearminimap());
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void drawminimap(int w, int h)
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{
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if(!minimapdirty) return;
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@@ -757,18 +756,17 @@ void drawminimap(int w, int h)
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if(!gdim) gdim = ssize/2;
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float md = (float)gdim;
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float dd = 1.0f / ( ssize / md );
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camera1->o.z = 96 * dd;
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camera1->o.z = mapdims[7] + 1;
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camera1->pitch = -90;
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camera1->yaw = 0;
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int orthd = 2 /*+ 2*dd*/ + gdim/2; // +2-4 for clean border if map goes even to the edge. - ac_iceroad still has a bug though @ "2 + 2*dd +" - "4 +" seems better.
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// this does not avoid possible data corruption on windowed runs :-/ - the issue seems to lie with the window lying outside the desktop edges - at least that was the case for me (flowtron)
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glViewport(0, 0, size-(size/orthd), size-(size/orthd)); // !not wsize here
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int orthd = 2 + gdim/2;
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glViewport(2, 2, size-2, size-2); // !not wsize here
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glClearDepth(0.0);
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glClearColor(0, 0, 0, 0);//1);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // stencil added 2010jul22
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-orthd, orthd, -orthd, orthd, 0, 128);
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glOrtho(-orthd, orthd, -orthd, orthd, 0, (mapdims[7]-mapdims[6])+2); // depth of map +2 covered
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glScalef(1, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glCullFace(GL_BACK);
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