scope drawing fixes

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4825 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2010-05-08 21:11:02 +00:00
parent fcf4470d3b
commit 5ddec43659
5 changed files with 88 additions and 78 deletions
+19 -19
View File
@@ -174,11 +174,11 @@ void disablepolygonoffset(GLenum type, bool restore)
void line(int x1, int y1, float z1, int x2, int y2, float z2)
{
glBegin(GL_TRIANGLE_FAN);
glBegin(GL_TRIANGLE_STRIP);
glVertex3f((float)x1, (float)y1, z1);
glVertex3f((float)x1, y1+0.01f, z1);
glVertex3f((float)x2, y2+0.01f, z2);
glVertex3f((float)x2, (float)y2, z2);
glVertex3f((float)x2, y2+0.01f, z2);
glEnd();
xtraverts += 4;
}
@@ -203,11 +203,11 @@ void linestyle(float width, int r, int g, int b)
void box(block &b, float z1, float z2, float z3, float z4)
{
glBegin(GL_TRIANGLE_FAN);
glBegin(GL_TRIANGLE_STRIP);
glVertex3f((float)b.x, (float)b.y, z1);
glVertex3f((float)b.x+b.xs, (float)b.y, z2);
glVertex3f((float)b.x+b.xs, (float)b.y+b.ys, z3);
glVertex3f((float)b.x, (float)b.y+b.ys, z4);
glVertex3f((float)b.x+b.xs, (float)b.y+b.ys, z3);
glEnd();
xtraverts += 4;
}
@@ -216,11 +216,11 @@ void quad(GLuint tex, float x, float y, float s, float tx, float ty, float tsx,
{
if(!tsy) tsy = tsx;
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_TRIANGLE_FAN);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(tx, ty); glVertex2f(x, y);
glTexCoord2f(tx+tsx, ty); glVertex2f(x+s, y);
glTexCoord2f(tx+tsx, ty+tsy); glVertex2f(x+s, y+s);
glTexCoord2f(tx, ty+tsy); glVertex2f(x, y+s);
glTexCoord2f(tx+tsx, ty+tsy); glVertex2f(x+s, y+s);
glEnd();
xtraverts += 4;
}
@@ -229,11 +229,11 @@ void quad(GLuint tex, const vec &c1, const vec &c2, float tx, float ty, float ts
{
if(!tsy) tsy = tsx;
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(tx, ty); glVertex3f(c1.x, c1.y, c1.z);
glTexCoord2f(tx+tsx, ty); glVertex3f(c2.x, c1.y, c1.z);
glTexCoord2f(tx+tsx, ty+tsy); glVertex3f(c2.x, c2.y, c2.z);
glTexCoord2f(tx, ty+tsy); glVertex3f(c1.x, c2.y, c2.z);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(tx, ty); glVertex3f(c1.x, c1.y, c1.z);
glTexCoord2f(tx+tsx, ty); glVertex3f(c2.x, c1.y, c1.z);
glTexCoord2f(tx, ty+tsy); glVertex3f(c1.x, c2.y, c2.z);
glTexCoord2f(tx+tsx, ty+tsy); glVertex3f(c2.x, c2.y, c2.z);
glEnd();
xtraverts += 4;
}
@@ -257,11 +257,11 @@ void circle(GLuint tex, float x, float y, float r, float tx, float ty, float tr,
void dot(int x, int y, float z)
{
const float DOF = 0.1f;
glBegin(GL_TRIANGLE_FAN);
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(x-DOF, y-DOF, z);
glVertex3f(x+DOF, y-DOF, z);
glVertex3f(x+DOF, y+DOF, z);
glVertex3f(x-DOF, y+DOF, z);
glVertex3f(x+DOF, y+DOF, z);
glEnd();
xtraverts += 4;
}
@@ -309,11 +309,11 @@ void blendbox(int x1, int y1, int x2, int y2, bool border, int tex, color *c)
xtexcut = (float)(((i+1)*texw)-(x2-x1))/texw;
}
glBegin(GL_TRIANGLE_FAN);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0); glVertex2f((float)x1+texw*i, (float)y1+texh*j);
glTexCoord2f(1-xtexcut, 0); glVertex2f(x1+texw*(i+1)-xboxcut, (float)y1+texh*j);
glTexCoord2f(1-xtexcut, 1-ytexcut); glVertex2f(x1+texw*(i+1)-xboxcut, (float)y1+texh*(j+1)-yboxcut);
glTexCoord2f(0, 1-ytexcut); glVertex2f((float)x1+texw*i, y1+texh*(j+1)-yboxcut);
glTexCoord2f(1-xtexcut, 1-ytexcut); glVertex2f(x1+texw*(i+1)-xboxcut, (float)y1+texh*(j+1)-yboxcut);
glEnd();
}
}
@@ -335,11 +335,11 @@ void blendbox(int x1, int y1, int x2, int y2, bool border, int tex, color *c)
glColor3f(0.5f, 0.5f, 0.5f);
}
glBegin(GL_TRIANGLE_FAN);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0); glVertex2f(x1, y1);
glTexCoord2f(1, 0); glVertex2f(x2, y1);
glTexCoord2f(1, 1); glVertex2f(x2, y2);
glTexCoord2f(0, 1); glVertex2f(x1, y2);
glTexCoord2f(1, 1); glVertex2f(x2, y2);
glEnd();
xtraverts += 4;
}
@@ -677,11 +677,11 @@ void drawreflection(float hf, int w, int h, float changelod, bool refract)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ubv(hdr.watercolor);
glBegin(GL_TRIANGLE_FAN);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(0, 1);
glVertex2f(1, 1);
glVertex2f(1, 0);
glVertex2f(0, 0);
glVertex2f(1, 0);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);