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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 #include "Sprite.h"
23 #include "Person.h"
24 #include "Game.h"
25 extern XYZ viewer;
26 extern float viewdistance;
27 extern float fadestart;
28 extern int environment;
29 extern float texscale;
30 extern Light light;
31 extern float multiplier;
32 extern float gravity;
33 extern Terrain terrain;
34 extern Objects objects;
35 extern int detail;
36 extern XYZ viewerfacing;
37 extern float terraindetail;
38 extern int bloodtoggle;
39 extern XYZ windvector;
40
41 // init statics
42 GLuint Sprite::cloudtexture = 0;
43 GLuint Sprite::cloudimpacttexture = 0;
44 GLuint Sprite::bloodtexture = 0;
45 GLuint Sprite::flametexture = 0;
46 GLuint Sprite::bloodflametexture = 0;
47 GLuint Sprite::smoketexture = 0;
48 GLuint Sprite::snowflaketexture = 0;
49 GLuint Sprite::shinetexture = 0;
50 GLuint Sprite::splintertexture = 0;
51 GLuint Sprite::leaftexture = 0;
52 GLuint Sprite::toothtexture = 0;
53
54 float Sprite::checkdelay = 0;
55
56 vector<Sprite*> Sprite::sprites = vector<Sprite*>();
57
58 //Functions
59 void Sprite::Draw()
60 {
61         int i,j,k;
62         static float M[16];
63         static XYZ point;
64         static float distancemult;
65         static int lasttype;
66         static int lastspecial;
67         static int whichpatchx,whichpatchz;
68         static XYZ start,end,colpoint;
69         static bool check;
70         static bool blend;
71         static float tempmult;
72         static XYZ difference;
73         static float lightcolor[3];
74         static float viewdistsquared=viewdistance*viewdistance;
75         static XYZ tempviewer;
76
77         tempviewer=viewer+viewerfacing*6;
78         check=0;
79
80         lightcolor[0]=light.color[0]*.5+light.ambient[0];
81         lightcolor[1]=light.color[1]*.5+light.ambient[1];
82         lightcolor[2]=light.color[2]*.5+light.ambient[2];
83
84         checkdelay-=multiplier*10;
85
86         if(checkdelay<=0){
87                 check=1;
88                 checkdelay=1;
89         }
90
91         lasttype=-1;
92         lastspecial=-1;
93         glEnable(GL_BLEND);
94         glDisable(GL_LIGHTING);
95         glDisable(GL_CULL_FACE);
96         glEnable(GL_TEXTURE_2D);
97         blend = 1;
98         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
99         glDepthMask(0);
100         glAlphaFunc(GL_GREATER, 0.0001);
101         for(i=0;i<sprites.size();i++){
102                 if(lasttype!=sprites[i]->type) {
103                         switch(sprites[i]->type) {
104                                 case cloudsprite:
105                                         glBindTexture( GL_TEXTURE_2D, cloudtexture);
106                                         if(!blend){
107                                                 blend=1;
108                                                 glAlphaFunc(GL_GREATER, 0.0001);
109                                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
110                                         }
111                                 break;
112                                 case cloudimpactsprite:
113                                         glBindTexture( GL_TEXTURE_2D, cloudimpacttexture);
114                                         if(!blend){
115                                                 blend=1;
116                                                 glAlphaFunc(GL_GREATER, 0.0001);
117                                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
118                                         }
119                                 break;
120                                 case breathsprite:
121                                         glBindTexture( GL_TEXTURE_2D, cloudimpacttexture);
122                                         if(!blend){
123                                                 blend=1;
124                                                 glAlphaFunc(GL_GREATER, 0.0001);
125                                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
126                                         }
127                                 break;
128                                 case smoketype:
129                                         glBindTexture( GL_TEXTURE_2D, smoketexture);
130                                         if(!blend){
131                                                 blend=1;
132                                                 glAlphaFunc(GL_GREATER, 0.0001);
133                                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
134                                         }
135                                 break;
136                                 case bloodsprite:
137                                         glBindTexture( GL_TEXTURE_2D, bloodtexture);
138                                         if(!blend){
139                                                 blend=1;
140                                                 glAlphaFunc(GL_GREATER, 0.0001);
141                                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
142                                         }
143                                 break;
144                                 case splintersprite :
145                                         if(lastspecial!=sprites[i]->special) {
146                                                 if(sprites[i]->special==0)glBindTexture( GL_TEXTURE_2D, splintertexture);
147                                                 if(sprites[i]->special==1)glBindTexture( GL_TEXTURE_2D, leaftexture);
148                                                 if(sprites[i]->special==2)glBindTexture( GL_TEXTURE_2D, snowflaketexture);
149                                                 if(sprites[i]->special==3)glBindTexture( GL_TEXTURE_2D, toothtexture);
150                                                 if(!blend){
151                                                         blend=1;
152                                                         glAlphaFunc(GL_GREATER, 0.0001);
153                                                         glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
154                                                 }
155                                         }
156                                 break;
157                                 case snowsprite:
158                                         glBindTexture( GL_TEXTURE_2D, snowflaketexture);
159                                         if(!blend){
160                                                 blend=1;
161                                                 glAlphaFunc(GL_GREATER, 0.0001);
162                                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
163                                         }
164                                 break;
165                                 case weaponshinesprite:
166                                         glBindTexture( GL_TEXTURE_2D, shinetexture);
167                                         if(blend){
168                                                 blend=0;
169                                                 glAlphaFunc(GL_GREATER, 0.001);
170                                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
171                                         }
172                                 break;
173                                 case flamesprite:
174                                 case weaponflamesprite:
175                                         glBindTexture( GL_TEXTURE_2D, flametexture);
176                                         if(blend||lasttype==bloodflamesprite){
177                                                 blend=0;
178                                                 glAlphaFunc(GL_GREATER, 0.3);
179                                                 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
180                                         }
181                                 break;
182                                 case bloodflamesprite:
183                                         glBindTexture( GL_TEXTURE_2D, bloodflametexture);
184                                         if(blend){
185                                                 blend=0;
186                                                 glAlphaFunc(GL_GREATER, 0.3);
187                                                 glBlendFunc(GL_ONE,GL_ZERO);
188                                         }
189                                 break;
190                         }
191                 }
192                 if(sprites[i]->type==snowsprite)
193                         distancemult=(144-(findDistancefast(&tempviewer,&sprites[i]->position)-(144*fadestart))*(1/(1-fadestart)))/144;
194                 else
195                         distancemult=(viewdistsquared-(findDistancefast(&viewer,&sprites[i]->position)-(viewdistsquared*fadestart))*(1/(1-fadestart)))/viewdistsquared;
196                 if(sprites[i]->type==flamesprite){
197                         if(distancemult>=1) glColor4f(sprites[i]->color[0],sprites[i]->color[1],sprites[i]->color[2],sprites[i]->opacity);
198                         else glColor4f(sprites[i]->color[0],sprites[i]->color[1],sprites[i]->color[2],sprites[i]->opacity*distancemult);
199                 } else {
200                         if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],sprites[i]->opacity);
201                         else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],sprites[i]->opacity*distancemult);
202                 }
203                 lasttype=sprites[i]->type;
204                 lastspecial=sprites[i]->special;
205                 glMatrixMode(GL_MODELVIEW);                                                     // Select The Modelview Matrix
206                 glPushMatrix();
207                         glTranslatef(sprites[i]->position.x,sprites[i]->position.y,sprites[i]->position.z);
208                         if((sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite)){
209                                 difference=viewer-sprites[i]->position;
210                                 Normalise(&difference);
211                                 glTranslatef(difference.x*sprites[i]->size/4, difference.y*sprites[i]->size/4, difference.z*sprites[i]->size/4);
212                         }
213                         if(sprites[i]->type==snowsprite){
214                                 glRotatef(sprites[i]->rotation*.2,0,.3,1);
215                                 glTranslatef(1,0,0);
216                         }
217                         glGetFloatv(GL_MODELVIEW_MATRIX,M);
218                         point.x=M[12];
219                         point.y=M[13];
220                         point.z=M[14];
221                         glLoadIdentity();
222                         glTranslatef(point.x, point.y, point.z);
223
224                         glRotatef(sprites[i]->rotation,0,0,1);
225
226                         if((sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==bloodflamesprite)){
227                                 if(sprites[i]->alivetime<.14)glScalef(sprites[i]->alivetime/.14,sprites[i]->alivetime/.14,sprites[i]->alivetime/.14);
228                         }
229                         if(sprites[i]->type==smoketype||sprites[i]->type==snowsprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==breathsprite){
230                                 if(sprites[i]->alivetime<.3){
231                                         if(distancemult>=1)glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],sprites[i]->opacity*sprites[i]->alivetime/.3);
232                                         if(distancemult<1)glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],sprites[i]->opacity*distancemult*sprites[i]->alivetime/.3);
233                                 }
234                         }
235                         if(sprites[i]->type==splintersprite&&sprites[i]->special>0&&sprites[i]->special!=3){
236                                 if(sprites[i]->alivetime<.2){
237                                         if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],sprites[i]->alivetime/.2);
238                                         else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],distancemult*sprites[i]->alivetime/.2);
239                                 }
240                                 else {
241                                         if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
242                                         else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
243                                 }
244                         }
245                         if(sprites[i]->type==splintersprite&&(sprites[i]->special==0||sprites[i]->special==3)){
246                                 if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
247                                 else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
248                         }
249
250                         glBegin(GL_TRIANGLES);
251                         glTexCoord2f(1.0f, 1.0f); glVertex3f( .5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
252                         glTexCoord2f(0.0f, 1.0f); glVertex3f(-.5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
253                         glTexCoord2f(1.0f, 0.0f); glVertex3f( .5*sprites[i]->size,-.5*sprites[i]->size, 0.0f);
254                         glTexCoord2f(0.0f, 0.0f); glVertex3f(-.5*sprites[i]->size,-.5*sprites[i]->size, 0.0f);
255                         glTexCoord2f(1.0f, 0.0f); glVertex3f( .5*sprites[i]->size, -.5*sprites[i]->size, 0.0f);
256                         glTexCoord2f(0.0f, 1.0f); glVertex3f(-.5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
257                         glEnd();
258                 glPopMatrix();
259         }
260         tempmult=multiplier;
261         for(i=sprites.size()-1;i>=0;i--){
262                 multiplier=tempmult;
263                 if(sprites[i]->type!=snowsprite) {
264                         sprites[i]->position+=sprites[i]->velocity*multiplier;
265                         sprites[i]->velocity+=windvector*multiplier;
266                 }
267                 if(sprites[i]->type==flamesprite||sprites[i]->type==smoketype)sprites[i]->position+=windvector*multiplier/2;
268                 if((sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==bloodflamesprite))
269                         multiplier*=sprites[i]->speed*.7;
270                 sprites[i]->alivetime+=multiplier;
271
272                 if(sprites[i]->type==cloudsprite||sprites[i]->type==cloudimpactsprite){
273                         sprites[i]->opacity-=multiplier/2;
274                         sprites[i]->size+=multiplier/2;
275                         sprites[i]->velocity.y+=gravity*multiplier*.25;
276                 }
277                 if(sprites[i]->type==breathsprite){
278                         sprites[i]->opacity-=multiplier/2;
279                         sprites[i]->size+=multiplier/2;
280                         if(findLength(&sprites[i]->velocity)<=multiplier)sprites[i]->velocity=0;
281                         else{
282                                 XYZ slowdown;
283                                 slowdown=sprites[i]->velocity*-1;
284                                 Normalise(&slowdown);
285                                 slowdown*=multiplier;
286                                 sprites[i]->velocity+=slowdown;
287                         }
288                 }
289                 if(sprites[i]->type==snowsprite){
290                         sprites[i]->size-=multiplier/120;
291                         sprites[i]->rotation+=multiplier*360;
292                         sprites[i]->position.y-=multiplier;
293                         sprites[i]->position+=windvector*multiplier;
294                         if(sprites[i]->position.y<tempviewer.y-6)sprites[i]->position.y+=12;
295                         if(sprites[i]->position.y>tempviewer.y+6)sprites[i]->position.y-=12;
296                         if(sprites[i]->position.z<tempviewer.z-6)sprites[i]->position.z+=12;
297                         if(sprites[i]->position.z>tempviewer.z+6)sprites[i]->position.z-=12;
298                         if(sprites[i]->position.x<tempviewer.x-6)sprites[i]->position.x+=12;
299                         if(sprites[i]->position.x>tempviewer.x+6)sprites[i]->position.x-=12;
300                 }
301                 if(sprites[i]->type==bloodsprite){
302                         bool spritehit=0;
303                         sprites[i]->rotation+=multiplier*100;
304                         sprites[i]->velocity.y+=gravity*multiplier;
305                         if(check){
306                                 XYZ where,startpoint,endpoint,movepoint,footpoint;
307                                 float rotationpoint;
308                                 int whichtri;
309
310                                 for(j=0;j<numplayers;j++){
311                                         if(!spritehit&&player[j].dead&&sprites[i]->alivetime>.1){
312                                                 where=sprites[i]->oldposition;
313                                                 where-=player[j].coords;
314                                                 if(!player[j].skeleton.free)where=DoRotation(where,0,-player[j].rotation,0);
315                                                 startpoint=where;
316                                                 where=sprites[i]->position;
317                                                 where-=player[j].coords;
318                                                 if(!player[j].skeleton.free)where=DoRotation(where,0,-player[j].rotation,0);
319                                                 endpoint=where;
320
321                                                 movepoint=0;
322                                                 rotationpoint=0;
323                                                 whichtri=player[j].skeleton.drawmodel.LineCheck(&startpoint,&endpoint, &footpoint, &movepoint, &rotationpoint);
324                                                 if(whichtri!=-1){
325                                                         spritehit=1;
326                                                         player[j].DoBloodBigWhere(0,160,sprites[i]->oldposition);
327                                                         DeleteSprite(i);
328                                                 }
329                                         }
330                                 }
331
332                                 whichpatchx=sprites[i]->position.x/(terrain.size/subdivision*terrain.scale*terraindetail);
333                                 whichpatchz=sprites[i]->position.z/(terrain.size/subdivision*terrain.scale*terraindetail);
334                                 if(whichpatchx>0&&whichpatchz>0&&whichpatchx<subdivision&&whichpatchz<subdivision)
335                                         if(terrain.patchobjectnum[whichpatchx][whichpatchz]){
336                                                 if(!spritehit)
337                                                         for(j=0;j<terrain.patchobjectnum[whichpatchx][whichpatchz];j++){
338                                                                 k=terrain.patchobjects[whichpatchx][whichpatchz][j];
339                                                                 start=sprites[i]->oldposition;
340                                                                 end=sprites[i]->position;
341                                                                 if(!spritehit)
342                                                                         if(objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.rotation[k])!=-1){
343                                                                                 if(detail==2||(detail==1&&abs(Random()%4)==0)||(detail==0&&abs(Random()%8)==0))objects.model[k].MakeDecal(blooddecalfast,DoRotation(colpoint-objects.position[k],0,-objects.rotation[k],0),sprites[i]->size*1.6/*+abs((float)(Random()%100))/2400*/,.5,Random()%360);
344                                                                                 DeleteSprite(i);
345                                                                                 spritehit=1;
346                                                                         }       
347                                                         }
348                                         }
349                                         if(!spritehit)
350                                                 if(sprites[i]->position.y<terrain.getHeight(sprites[i]->position.x,sprites[i]->position.z)){
351                                                         terrain.MakeDecal(blooddecalfast,sprites[i]->position,sprites[i]->size*1.6/*+abs((float)(Random()%100))/2400*/,.6,Random()%360);
352                                                         DeleteSprite(i);
353                                                 }
354                         }
355                 }
356                 if(sprites[i]->type==splintersprite){
357                         sprites[i]->rotation+=sprites[i]->rotatespeed*multiplier;
358                         sprites[i]->opacity-=multiplier/2;
359                         if(sprites[i]->special==0||sprites[i]->special==2||sprites[i]->special==3)sprites[i]->velocity.y+=gravity*multiplier;
360                         if(sprites[i]->special==1)sprites[i]->velocity.y+=gravity*multiplier*.5;
361                 }
362                 if(sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==bloodflamesprite){
363                         sprites[i]->rotation+=multiplier*sprites[i]->rotatespeed;
364                         sprites[i]->opacity-=multiplier*5/4;
365                         if(sprites[i]->type!=weaponshinesprite&&sprites[i]->type!=bloodflamesprite)
366                                 if(sprites[i]->opacity<.5&&sprites[i]->opacity+multiplier*5/4>=.5&&(abs(Random()%4)==0||(sprites[i]->initialsize>2&&Random()%2==0)))
367                                         MakeSprite(smoketype, sprites[i]->position,sprites[i]->velocity, .9,.9,.6, sprites[i]->size*1.2, .4);
368                         if(sprites[i]->alivetime>.14&&(sprites[i]->type==flamesprite)){
369                                 sprites[i]->velocity=0;
370                                 sprites[i]->velocity.y=1.5;
371                         }
372                 }
373                 if(sprites[i]->type==smoketype){
374                         sprites[i]->opacity-=multiplier/3/sprites[i]->initialsize;
375                         sprites[i]->color[0]-=multiplier;
376                         sprites[i]->color[1]-=multiplier;
377                         sprites[i]->color[2]-=multiplier;
378                         if(sprites[i]->color[0]<.6)sprites[i]->color[0]=.6;
379                         if(sprites[i]->color[1]<.6)sprites[i]->color[1]=.6;
380                         if(sprites[i]->color[2]<.6)sprites[i]->color[2]=.6;
381                         sprites[i]->size+=multiplier;
382                         sprites[i]->velocity=0;
383                         sprites[i]->velocity.y=1.5;
384                         sprites[i]->rotation+=multiplier*sprites[i]->rotatespeed/5;
385                 }
386                 if(sprites[i]->opacity<=0||sprites[i]->size<=0)DeleteSprite(i);
387         }
388         if(check)
389                 for(i=sprites.size()-1;i>=0;i--){
390                         sprites[i]->oldposition=sprites[i]->position;
391                 }
392                 glAlphaFunc(GL_GREATER, 0.0001);
393                 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
394 }
395
396 void Sprite::DeleteSprite(int i)
397 {
398         sprites.erase(sprites.begin()+i);
399 }
400
401 void Sprite::MakeSprite(int atype, XYZ where, XYZ avelocity, float red, float green, float blue, float asize, float aopacity){
402         if(sprites.size()<max_sprites-1){
403                 sprites.push_back(new Sprite());
404                 if((atype!=bloodsprite&&atype!=bloodflamesprite)||bloodtoggle){
405                         sprites.back()->special=0;
406                         sprites.back()->type=atype;
407                         sprites.back()->position=where;
408                         sprites.back()->oldposition=where;
409                         sprites.back()->velocity=avelocity;
410                         sprites.back()->alivetime=0;
411                         sprites.back()->opacity=aopacity;
412                         sprites.back()->size=asize;
413                         sprites.back()->initialsize=asize;
414                         sprites.back()->color[0]=red;
415                         sprites.back()->color[1]=green;
416                         sprites.back()->color[2]=blue;
417                         sprites.back()->rotatespeed=abs(Random()%720)-360;
418                         sprites.back()->speed=float(abs(Random()%100))/200+1.5;
419                 }               
420         }
421 }
422
423 Sprite::Sprite()
424 {
425         oldposition = 0;
426         position = 0;
427         velocity = 0;
428         size = 0;
429         initialsize = 0;
430         type = 0;
431         special = 0;
432         memset(color,0,sizeof(color));
433         opacity = 0;
434         rotation = 0;
435         alivetime = 0;
436         speed = 0;
437         rotatespeed = 0;        
438 }
439
440 void Sprite::clearTextures()
441 {
442         if (toothtexture) glDeleteTextures( 1, &toothtexture );
443         if (cloudtexture) glDeleteTextures( 1, &cloudtexture );
444         if (cloudimpacttexture) glDeleteTextures( 1, &cloudimpacttexture );
445         if (bloodtexture) glDeleteTextures( 1, &bloodtexture );
446         if (flametexture) glDeleteTextures( 1, &flametexture );
447         if (bloodflametexture) glDeleteTextures( 1, &bloodflametexture );
448         if (smoketexture) glDeleteTextures( 1, &smoketexture );
449         if (snowflaketexture) glDeleteTextures( 1, &snowflaketexture );
450         if (shinetexture) glDeleteTextures( 1, &shinetexture );
451         if (splintertexture) glDeleteTextures( 1, &splintertexture );
452         if (leaftexture) glDeleteTextures( 1, &leaftexture );
453 }
454