diff options
Diffstat (limited to 'src/GameDraw.cpp')
-rw-r--r-- | src/GameDraw.cpp | 23 |
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); } |