Many warnings cleaned up (Tim Beckmann)

Menus.
This commit is contained in:
Steven Fuller 2001-12-06 00:22:46 +00:00 committed by Patryk Obara
parent 4508748944
commit 9f006f18fe
115 changed files with 1651 additions and 581 deletions

View file

@ -54,6 +54,10 @@ static D3DTexture *CurrentlyBoundTexture = NULL;
#define TA_MAXVERTICES 2048
#define TA_MAXTRIANGLES 2048
#if GL_EXT_secondary_color
extern PFNGLSECONDARYCOLORPOINTEREXTPROC pglSecondaryColorPointerEXT;
#endif
typedef struct VertexArray
{
GLfloat v[4];
@ -80,8 +84,6 @@ static VertexArray *svarr = &varr[TA_MAXVERTICES], *svarrp = &varr[TA_MAXVERTICE
static TriangleArray *starr = &tarr[TA_MAXTRIANGLES], *starrp = &tarr[TA_MAXTRIANGLES];
static int svarrc, starrc;
static int haslocked = 0;
/* Do not call this directly! */
static void SetTranslucencyMode(enum TRANSLUCENCY_TYPE mode)
{
@ -90,8 +92,7 @@ static void SetTranslucencyMode(enum TRANSLUCENCY_TYPE mode)
if (TRIPTASTIC_CHEATMODE||MOTIONBLUR_CHEATMODE) {
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
} else {
//glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO); /* this *should* be optimized */
glBlendFunc(GL_ONE, GL_ZERO);
}
break;
case TRANSLUCENCY_NORMAL:
@ -116,9 +117,6 @@ static void SetTranslucencyMode(enum TRANSLUCENCY_TYPE mode)
fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
return;
}
//if (mode != TRANSLUCENCY_OFF && CurrentTranslucencyMode == TRANSLUCENCY_OFF)
// glEnable(GL_BLEND);
}
/*
@ -126,25 +124,58 @@ A few things:
- Vertices with a specular color are done twice.
Might want to try spitting apart the three arrays and using the same vertex
array for both passes.
- Fix code for separate color support.
*/
void InitOpenGL()
{
CurrentTranslucencyMode = TRANSLUCENCY_OFF;
glBlendFunc(GL_ONE, GL_ZERO);
CurrentFilteringMode = FILTERING_BILINEAR_OFF;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
CurrentlyBoundTexture = NULL;
glBindTexture(GL_TEXTURE_2D, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(4, GL_FLOAT, sizeof(varr[0]), varr[0].v);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(varr[0]), varr[0].t);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(varr[0]), varr[0].c);
#if 0
#if GL_EXT_secondary_color
if (useseparate) {
glEnableClientState(GL_SEPARATE_COLOR_ARRAY_EXT);
pglSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, sizeof(svarr[0]), svarr[0].c);
} else {
glDisableClientState(GL_SEPARATE_COLOR_ARRAY_EXT);
}
#endif
#endif
tarrc = 0;
tarrp = tarr;
varrc = 0;
varrp = varr;
starrc = 0;
starrp = starr;
svarrc = 0;
svarrp = svarr;
}
static void FlushTriangleBuffers(int backup)
{
int i;
if (haslocked == 0) {
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(4, GL_FLOAT, sizeof(varr[0]), varr[0].v);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(varr[0]), varr[0].t);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(varr[0]), varr[0].c);
haslocked = 1;
}
if (tarrc) {
#if 1
glBegin(GL_TRIANGLES);
@ -242,6 +273,7 @@ static void CheckBoundTextureIsCorrect(D3DTexture *tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
break;
default:
break;
}
tex->filter = CurrentFilteringMode;
@ -267,6 +299,7 @@ static void CheckFilteringModeIsCorrect(enum FILTERING_MODE_ID filter)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
break;
default:
break;
}
CurrentlyBoundTexture->filter = CurrentFilteringMode;
@ -1717,8 +1750,6 @@ if (stringPtr == NULL) return;
void RenderString(char *stringPtr, int x, int y, int colour)
{
if (stringPtr == NULL) return;
D3D_RenderHUDString(stringPtr,x,y,colour);
}
@ -1726,8 +1757,6 @@ void RenderStringCentred(char *stringPtr, int centreX, int y, int colour)
{
int length = 0;
char *ptr = stringPtr;
if (stringPtr == NULL) return;
while(*ptr)
{
@ -1741,8 +1770,6 @@ void RenderStringVertically(char *stringPtr, int centreX, int bottomY, int colou
struct VertexTag quadVertices[4];
int y = bottomY;
if (stringPtr == NULL) return;
quadVertices[0].X = centreX - (HUD_FONT_HEIGHT/2) - 1;
quadVertices[1].X = quadVertices[0].X;
quadVertices[2].X = quadVertices[0].X+2+HUD_FONT_HEIGHT*1;
@ -2355,7 +2382,7 @@ void ColourFillBackBuffer(int FillColour)
g = ((FillColour >> 8) & 0xFF) / 255.0f;
r = ((FillColour >> 16) & 0xFF) / 255.0f;
a = ((FillColour >> 24) & 0xFF) / 255.0f;
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);