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Diffstat (limited to 'src/GameDraw.cpp')
-rw-r--r--src/GameDraw.cpp23
1 files changed, 1 insertions, 22 deletions
diff --git a/src/GameDraw.cpp b/src/GameDraw.cpp
index 94e7e3b..5451adb 100644
--- a/src/GameDraw.cpp
+++ b/src/GameDraw.cpp
@@ -40,7 +40,6 @@ extern float fogcolorb;
 extern float sinefluct;
 extern float sinefluctprog;
 extern int environment;
-extern Decals decals;
 
 GLvoid ReSizeGLScene(Game* game, float fov, float near)
 {
@@ -88,7 +87,6 @@ void Game::DrawGLScene(void)
 			glRotatef(sinefluctprog*50,0,0,1);
 			glEnable(GL_TEXTURE_2D);
 			glBindTexture(GL_TEXTURE_2D,  sprites.smoketextureptr);
-			glEnable(GL_BLEND);
 			glColor4f(1,1,1,.4+sinefluct/8);
 			glBegin(GL_TRIANGLES);
 				glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -108,7 +106,6 @@ void Game::DrawGLScene(void)
 			glRotatef(-sinefluctprog*50,0,0,1);
 			glEnable(GL_TEXTURE_2D);
 			glBindTexture(GL_TEXTURE_2D,  sprites.smoketextureptr);
-			glEnable(GL_BLEND);
 			glColor4f(1,1,1,.4-sinefluct/8);
 			glBegin(GL_TRIANGLES);
 				glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -154,7 +151,6 @@ void Game::DrawGLScene(void)
 			glEnable(GL_TEXTURE_2D);
 			if(mouseoverbutton!=1)glBindTexture(GL_TEXTURE_2D,  sprites.smoketextureptr);
 			if(mouseoverbutton==1)glBindTexture(GL_TEXTURE_2D,  flaretextureptr);
-			glEnable(GL_BLEND);
 			glColor4f(1,0,0,.5+sinefluct/6);
 			glBegin(GL_TRIANGLES);
 				glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -175,7 +171,6 @@ void Game::DrawGLScene(void)
 			glEnable(GL_TEXTURE_2D);
 			if(mouseoverbutton!=1)glBindTexture(GL_TEXTURE_2D,  sprites.smoketextureptr);
 			if(mouseoverbutton==1)glBindTexture(GL_TEXTURE_2D,  flaretextureptr);
-			glEnable(GL_BLEND);
 			glColor4f(1,0,0,.5-sinefluct/6);
 			glBegin(GL_TRIANGLES);
 				glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -224,7 +219,6 @@ void Game::DrawGLScene(void)
 			if(mouseoverbutton!=2)glBindTexture(GL_TEXTURE_2D,  sprites.smoketextureptr);
 			if(mouseoverbutton==2)glBindTexture(GL_TEXTURE_2D,  flaretextureptr);
 
-			glEnable(GL_BLEND);
 			glColor4f(1,0,0,.5+sinefluct/6);
 			glBegin(GL_TRIANGLES);
 				glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -245,7 +239,6 @@ void Game::DrawGLScene(void)
 			glEnable(GL_TEXTURE_2D);
 			if(mouseoverbutton!=2)glBindTexture(GL_TEXTURE_2D,  sprites.smoketextureptr);
 			if(mouseoverbutton==2)glBindTexture(GL_TEXTURE_2D,  flaretextureptr);
-			glEnable(GL_BLEND);
 			glColor4f(1,0,0,.5-sinefluct/6);
 			glBegin(GL_TRIANGLES);
 				glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -292,7 +285,6 @@ void Game::DrawGLScene(void)
 			glLoadIdentity();								// Reset The Modelview Matrix
 			glScalef(screenwidth,screenheight,1);
 			glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-			glEnable(GL_BLEND);
 			glColor4f(flashr,flashg,flashb,flashamount);
 			glBegin(GL_QUADS);
 				glVertex3f(0,		0, 	 0.0f);
@@ -306,10 +298,10 @@ void Game::DrawGLScene(void)
 			glPopMatrix();										// Restore The Old Projection Matrix
 			glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
 			glEnable(GL_CULL_FACE);
-			glDisable(GL_BLEND);
 			glDepthMask(1);
 		}
 	} else { // in-game
+		glDepthMask(1);
 		glLoadIdentity();
 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 		glEnable(GL_DEPTH_TEST);
@@ -464,7 +456,6 @@ void Game::DrawGLScene(void)
 			glEnable(GL_LIGHTING);
 
 		//Draw blocks
-		glEnable(GL_BLEND);
 		XYZ move;
 		int beginx,endx;
 		int beginz,endz;
@@ -515,8 +506,6 @@ void Game::DrawGLScene(void)
 			}
 		}
 
-		drawDecals(&decals);
-
 		// Occluding blocks
 		beginx=(camera.position.x+block_spacing/2)/block_spacing-2;
 		if(beginx<0)beginx=0;
@@ -545,7 +534,6 @@ void Game::DrawGLScene(void)
 
 		glColor4f(1 , 1, 1, 1);
 		glEnable(GL_COLOR_MATERIAL);
-		glEnable(GL_BLEND);
 		for(int i=0;i<numpeople;i++){
 			bool draw = true;
 			if (((!person[i].skeleton.free
@@ -609,7 +597,6 @@ void Game::DrawGLScene(void)
 					glPushMatrix();
 						if(person[i].skeleton.free<1)person[i].DoAnimationslite(i);
 						glColor4f(1,1,1,1);
-						glEnable(GL_BLEND);
 						glDisable(GL_CULL_FACE);
 						glEnable(GL_TEXTURE_2D);
 						glDisable(GL_LIGHTING);
@@ -651,7 +638,6 @@ void Game::DrawGLScene(void)
 					person[i].existing = 1;
 		}
 		glDisable(GL_COLOR_MATERIAL);
-		glDisable(GL_BLEND);
 
 		//Attacker psychicness
 
@@ -707,14 +693,12 @@ void Game::DrawGLScene(void)
 				glTexCoord2f(0,1);
 				glVertex3f(0, 	1, 0.0f);
 			glEnd();
-			glDisable(GL_TEXTURE_2D);
 			glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
 			glPopMatrix();										// Restore The Old Projection Matrix
 			glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
 			glPopMatrix();										// Restore The Old Projection Matrix
 			glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
 			glEnable(GL_CULL_FACE);
-			glDisable(GL_BLEND);
 			glDepthMask(1);
 		}
 
@@ -754,7 +738,6 @@ void Game::DrawGLScene(void)
 
 			glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
 
-			glEnable(GL_BLEND);
 
 			glColor4f(flashr,flashg,flashb,flashamount);
 
@@ -782,7 +765,6 @@ void Game::DrawGLScene(void)
 
 			glEnable(GL_CULL_FACE);
 
-			glDisable(GL_BLEND);
 
 			glDepthMask(1);
 
@@ -816,7 +798,6 @@ void Game::DrawGLScene(void)
 
 			glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
 
-			glEnable(GL_BLEND);
 
 			glColor4f(0,0,0,1-person[0].longdead);
 
@@ -844,8 +825,6 @@ void Game::DrawGLScene(void)
 
 			glEnable(GL_CULL_FACE);
 
-			glDisable(GL_BLEND);
-
 			glDepthMask(1);
 
 		}