extern float viewdistance;
extern float fadestart;
extern float screenwidth,screenheight;
-#ifdef WIN32
-extern HDC hDC;
-#elif PLATFORM_MACOSX
-extern AGLContext gaglContext;
-#elif USE_SDL
-extern SDL_Surface *sdlscreen;
-#else
-#error please define your platform.
-#endif
extern int kTextureSize;
extern FRUSTUM frustum;
extern Light light;
extern int channels[100];
extern "C" void PlaySoundEx(int channel, FSOUND_SAMPLE *sptr, FSOUND_DSPUNIT *dsp, signed char startpaused);
-#ifdef __GNUC__
-#define LONGLONGCONST(x) (x##ll)
-#else
-#define LONGLONGCONST(x) (x)
-#endif
-
/*********************> DrawGLScene() <*****/
long long Game::MD5_string (char *string){
char temp[256]="";
//return 1111111111111111;
}
-int Game::DrawGLScene(GLvoid)
+int Game::DrawGLScene(void)
{
static float texcoordwidth,texcoordheight;
static float texviewwidth, texviewheight;
}
if(lastcheck>.5||oldmainmenu!=mainmenu){
if(mainmenu==5){
- // ifstream ipstream(":Data:Campaigns:main.txt");
- ifstream ipstream("./Data/Campaigns/main.txt");
+ ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
//campaignnumlevels=0;
//accountcampaignchoicesmade[accountactive]=0;
ipstream.ignore(256,':');
//glFlush();
if(drawmode!=motionblurmode||mainmenu){
-#ifdef WIN32
- if(drawmode!=motionblurmode) SwapBuffers( hDC);
-#elif PLATFORM_MACOSX
- if(drawmode!=motionblurmode)aglSwapBuffers(gaglContext); // send swap command
-#elif USE_SDL
- if(drawmode!=motionblurmode)SDL_GL_SwapBuffers();
-#else
- #error define your platform.
-#endif // send swap command
+ #if !USE_SDL
+ // this prevents menus from rendering if you hit ESC during
+ // motion blur sequences...maybe SDL is buffering differently?
+ if(drawmode!=motionblurmode)
+ swap_gl_buffers();
+ #else
+ swap_gl_buffers();
+ #endif
}
//myassert(glGetError() == GL_NO_ERROR);
//Jordan fixed your warning!
return 0;
}
+