extern GLubyte wolfbloodText[512 * 512 * 3];
extern bool ismotionblur;
extern bool trilinear;
-extern bool osx;
extern bool musictoggle;
extern int environment;
extern bool ambientsound;
extern int netdatanew;
extern float mapinfo;
extern bool stillloading;
-extern TGAImageRec texture;
+extern ImageRec texture;
extern short vRefNum;
extern long dirID;
extern int mainmenu;
float temptexdetail = texdetail;
texdetail = 1;
- // Converting file to something os specific
- char * fixedFN = ConvertFileName(fileName);
-
- //Load Image
- unsigned char fileNamep[256];
- CopyCStringToPascal(fixedFN, fileNamep);
//Load Image
- upload_image( fileNamep , 0);
+ upload_image(ConvertFileName(fileName));
texdetail = temptexdetail;
int bytesPerPixel = texture.bpp / 8;
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);
void Game::InitGame()
{
-#if PLATFORM_MACOSX
- ProcessSerialNumber PSN;
- ProcessInfoRec pinfo;
- FSSpec pspec;
- OSStatus err;
- /* set up process serial number */
- PSN.highLongOfPSN = 0;
- PSN.lowLongOfPSN = kCurrentProcess;
- /* set up info block */
- pinfo.processInfoLength = sizeof(pinfo);
- pinfo.processName = NULL;
- pinfo.processAppSpec = &pspec;
- /* grab the vrefnum and directory */
- err = GetProcessInformation(&PSN, &pinfo);
- if (err == noErr) {
- vRefNum = pspec.vRefNum;
- dirID = pspec.parID;
- }
-#endif
-
LOGFUNC;
numchallengelevels = 14;