static XYZ terrainlight;
static float distance;
- if (drawmode == normalmode)
+ if (drawmode == normalmode) {
Game::ReSizeGLScene(90, .1f);
- if (drawmode != normalmode)
+ } else {
glViewport(0, 0, texviewwidth, texviewheight);
+ }
glDepthFunc(GL_LEQUAL);
glDepthMask(1);
glAlphaFunc(GL_GREATER, 0.0001f);
else
blurness -= multiplier * 5;
- if (environment == desertenvironment && detail == 2)
- glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
if (environment == desertenvironment) {
+ if (detail == 2) {
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 );
+ }
glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
}
glDepthMask(1);
}
- if (!console) {
- displaytime[0] = 0;
- glEnable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 1);
- for (unsigned i = 1; i < 15; i++)
- if (displaytime[i] < 4)
- for (unsigned j = 0; j < displaytext[i].size(); j++) {
- glColor4f(1, 1, 1, 4 - displaytime[i]);
- string = std::string(1, displaytext[i][j]);
- text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
- }
- }
-
if (difficulty < 2 && !Dialog::inDialog()) { // minimap
float mapviewdist = 20000;
if (consoleblink) {
text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
}
- for (unsigned i = 0; i < 15; i++)
- for (unsigned j = 0; j < consoletext[i].size(); j++) {
- glColor4f(1, 1, 1, 1 - (float)(i) / 16);
- text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, std::string(1, consoletext[i][j]), 0, 1, 1024, 768);
- }
+ for (unsigned i = 0; i < 15; i++) {
+ text->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
+ }
}
}