- SDL_WM_GrabInput(SDL_GRAB_ON);
-
-
- glClear( GL_COLOR_BUFFER_BIT );
- swap_gl_buffers();
-
- // clear all states
- glDisable( GL_ALPHA_TEST);
- glDisable( GL_BLEND);
- glDisable( GL_DEPTH_TEST);
- // glDisable( GL_DITHER);
- glDisable( GL_FOG);
- glDisable( GL_LIGHTING);
- glDisable( GL_LOGIC_OP);
- glDisable( GL_TEXTURE_1D);
- glDisable( GL_TEXTURE_2D);
- glPixelTransferi( GL_MAP_COLOR, GL_FALSE);
- glPixelTransferi( GL_RED_SCALE, 1);
- glPixelTransferi( GL_RED_BIAS, 0);
- glPixelTransferi( GL_GREEN_SCALE, 1);
- glPixelTransferi( GL_GREEN_BIAS, 0);
- glPixelTransferi( GL_BLUE_SCALE, 1);
- glPixelTransferi( GL_BLUE_BIAS, 0);
- glPixelTransferi( GL_ALPHA_SCALE, 1);
- glPixelTransferi( GL_ALPHA_BIAS, 0);
-
- // set initial rendering states
- glShadeModel( GL_SMOOTH);
- glClearDepth( 1.0f);
- glDepthFunc( GL_LEQUAL);
- glDepthMask( GL_TRUE);
- // glDepthRange( FRONT_CLIP, BACK_CLIP);
- glEnable( GL_DEPTH_TEST);
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- glCullFace( GL_FRONT);
- glEnable( GL_CULL_FACE);
- glEnable( GL_LIGHTING);
-// glEnable( GL_LIGHT_MODEL_AMBIENT);
- glEnable( GL_DITHER);
- glEnable( GL_COLOR_MATERIAL);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glAlphaFunc( GL_GREATER, 0.5f);
-
- GLint width = kContextWidth;
- GLint height = kContextHeight;
- gMidPoint.h = width / 2;
- gMidPoint.v = height / 2;
- screenwidth=width;
- screenheight=height;
-
- game.newdetail=detail;
- game.newscreenwidth=screenwidth;
- game.newscreenheight=screenheight;
-
- if ( CanInitStereo(stereomode) ) {
- InitStereo(stereomode);
- } else {
- fprintf(stderr, "Failed to initialize stereo, disabling.\n");
- stereomode = stereoNone;
- }
-
- game.InitGame();
-
- return true;