Implemented sky drawing and a few other routines (cloaked polygon,

rectangle, etc).

Worked around a V5 DRI issue(?) by breaking up some drawing into triangles.
This commit is contained in:
Steven Fuller 2001-08-14 05:54:22 +00:00 committed by Patryk Obara
parent 4e94ccc65f
commit 7460e9acd0
5 changed files with 581 additions and 231 deletions

View file

@ -44,6 +44,8 @@ extern int NormalFrameTime;
static SDL_Surface *surface;
/* ** */
void DirectReadKeyboard()
{
}
@ -56,6 +58,8 @@ void ReadJoysticks()
{
}
/* ** */
PROCESSORTYPES ReadProcessorType()
{
return PType_PentiumMMX;
@ -104,6 +108,10 @@ int InitialiseWindowsSystem()
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_FILL);
glDisable(GL_CULL_FACE);
/*
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
*/
@ -483,16 +491,11 @@ void FlipBuffers()
void ThisFramesRenderingHasBegun()
{
/* fprintf(stderr, "ThisFramesRenderingHasBegun()\n"); */
/* TODO: this should be in D3D_DrawBackdrop */
glClear(GL_COLOR_BUFFER_BIT);
/* sets scene defaults */
}
void ThisFramesRenderingHasFinished()
{
/* fprintf(stderr, "ThisFramesRenderingHasFinished()\n"); */
/* This is where the queued drawing commands' execution takes place */
LightBlockDeallocation();
@ -569,13 +572,13 @@ int main(int argc, char *argv[])
// AvP.PlayerType = I_Alien;
// SetLevelToLoad(AVP_ENVIRONMENT_FERARCO); /* starting alien level */
AvP.PlayerType = I_Marine;
// AvP.PlayerType = I_Marine;
// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
// AvP.PlayerType = I_Predator;
// SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
AvP.PlayerType = I_Predator;
SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
// SetLevelToLoad(AVP_ENVIRONMENT_E3DEMOSP); /* demo level */