void LoadSave(const char *fileName, GLuint *textureid, bool mipmap, GLubyte *array, int *skinsize)
{
- int i;
- int bytesPerPixel;
-
LOGFUNC;
LOG(std::string("Loading (S)...") + fileName);
//Load Image
float temptexdetail = texdetail;
texdetail = 1;
- //upload_image( fileName );
- //LoadTGA( fileName );
// Converting file to something os specific
char * fixedFN = ConvertFileName(fileName);
upload_image( fileNamep , 0);
texdetail = temptexdetail;
- //Is it valid?
- if (1 == 1) {
- bytesPerPixel = texture.bpp / 8;
+ int bytesPerPixel = texture.bpp / 8;
- int tempnum = 0;
- for (i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
- if ((i + 1) % 4 || bytesPerPixel == 3) {
- array[tempnum] = texture.data[i];
- tempnum++;
- }
+ int tempnum = 0;
+ for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
+ if ((i + 1) % 4 || bytesPerPixel == 3) {
+ array[tempnum] = texture.data[i];
+ tempnum++;
}
}
}
void Game::LoadingScreen()
{
static float loadprogress;
- //~ static AbsoluteTime time = {0, 0};
static AbsoluteTime frametime = {0, 0};
AbsoluteTime currTime = UpTime ();
double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
if (loadprogress > 100)
loadprogress = 100;
- //loadprogress=abs(Random()%100);
-
//Background
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
glVertex3f(-1, -1, 0.0f);
glPopMatrix();
glEnable(GL_BLEND);
glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
glVertex3f(-1, -1, 0.0f);
glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
- //glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glTexCoord2f(0 + .5, 0 + .5);
glVertex3f(-1, -1, 0.0f);
glEnable(GL_BLEND);
glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, .4);
glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glTexCoord2f(0 + .2, 0 + .8);
glVertex3f(-1, -1, 0.0f);
loadprogress = howmuch;
- //loadprogress=abs(Random()%100);
-
//Background
- //glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_2D);
- //glBindTexture( GL_TEXTURE_2D, loadscreentexture);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glColor4f(loadprogress / 100, 0, 0, 1);
glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -1, 0.0f);
LOG("Initializing sound system...");
#if PLATFORM_LINUX
- int output = -1;
-
unsigned char rc = 0;
- output = OPENAL_OUTPUT_ALSA; // Try alsa first...
+ int output = OPENAL_OUTPUT_ALSA; // Try alsa first...
if (cmdline("forceoss")) // ...but let user override that.
output = OPENAL_OUTPUT_OSS;
else if (cmdline("nosound"))