X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=f6d59539af1734216507ad36c6d5b5324ec59411;hb=5509b55dbc13227bdc7b97f2934fa71dad02cc66;hp=76eadb1d82689c281bed9f3ca8db930c7464eb3d;hpb=dcacd1c62fda9af9a042b2327041ea057652f1b3;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 76eadb1..f6d5953 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -1,22 +1,21 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. -Lugaru is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. +Lugaru is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. -This program is distributed in the hope that it will be useful, +Lugaru is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +along with Lugaru. If not, see . */ #include "Game.h" @@ -42,7 +41,6 @@ extern Light light; extern Objects objects; extern int detail; extern float usermousesensitivity; -extern bool osx; extern float camerashake; extern int slomo; extern float slomodelay; @@ -137,8 +135,7 @@ int Game::DrawGLScene(StereoSide side) { static float texcoordwidth, texcoordheight; static float texviewwidth, texviewheight; - static int i, j, k, l; - //~ static GLubyte color; + static int l; static XYZ checkpoint; static float tempmult; float tutorialopac; @@ -176,7 +173,7 @@ int Game::DrawGLScene(StereoSide side) numboundaries = mapradius * 2; if (numboundaries > 360) numboundaries = 360; - for (i = 0; i < numboundaries; i++) { + for (int i = 0; i < numboundaries; i++) { boundary[i] = 0; boundary[i].z = 1; boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0); @@ -233,16 +230,6 @@ int Game::DrawGLScene(StereoSide side) if (winfreeze || mainmenu) drawmode = normalmode; -#if PLATFORM_MACOSX - if (drawmode == glowmode) { - RGBColor color2; - color2.red = 0; - color2.green = 0; - color2.blue = 0; - DSpContext_FadeGamma(NULL, 200, &color2); - } -#endif - if (drawtoggle != 2) drawtoggle = 1 - drawtoggle; @@ -265,7 +252,6 @@ int Game::DrawGLScene(StereoSide side) glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); - //glFinish(); static XYZ terrainlight; static float distance; if (drawmode == normalmode) @@ -333,10 +319,10 @@ int Game::DrawGLScene(StereoSide side) static XYZ point; static float size, opacity, rotation; rotation = 0; - for (k = 0; k < Person::players.size(); k++) { + for (unsigned k = 0; k < Person::players.size(); k++) { if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping) if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25) - for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) { if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) { point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; size = .4f; @@ -346,7 +332,7 @@ int Game::DrawGLScene(StereoSide side) } terrain.MakeDecal(shadowdecal, point, size, opacity, rotation); for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { - j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) { point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); size = .4f; @@ -361,7 +347,7 @@ int Game::DrawGLScene(StereoSide side) } if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail) if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25) - for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) { + for (int i = 0; i < Person::players[k]->skeleton.num_joints; i++) { if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) { if (Person::players[k]->skeleton.free) point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords; @@ -374,7 +360,7 @@ int Game::DrawGLScene(StereoSide side) } terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation); for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { - j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) { if (Person::players[k]->skeleton.free) point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); @@ -398,7 +384,7 @@ int Game::DrawGLScene(StereoSide side) opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5; terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation); for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { - j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); size = .7; opacity = .4f; @@ -419,9 +405,6 @@ int Game::DrawGLScene(StereoSide side) terrain.draw(0); terraintexture2.bind(); terrain.draw(1); - //glBindTexture( GL_TEXTURE_2D, terraintexture3); - //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - //terrain.draw(2); terrain.drawdecals(); @@ -451,7 +434,7 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glDepthMask(1); - for (k = 0; k < Person::players.size(); k++) { + for (unsigned k = 0; k < Person::players.size(); k++) { if (k == 0 || tutoriallevel != 1) { glEnable(GL_BLEND); glEnable(GL_LIGHTING); @@ -464,9 +447,10 @@ int Game::DrawGLScene(StereoSide side) if (distance >= .5) { checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; checkpoint.y += 1; - if (!Person::players[k]->occluded == 0) + int i = -1; + if (Person::players[k]->occluded != 0) i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); - if (i == -1 || Person::players[k]->occluded == 0) + if (i == -1) i = checkcollide(viewer, checkpoint); if (i != -1) { Person::players[k]->occluded += 1; @@ -515,7 +499,7 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glDepthMask(1); - for (k = 0; k < Person::players.size(); k++) { + for (unsigned k = 0; k < Person::players.size(); k++) { if (!(k == 0 || tutoriallevel != 1)) { glEnable(GL_BLEND); glEnable(GL_LIGHTING); @@ -528,9 +512,10 @@ int Game::DrawGLScene(StereoSide side) if (distance >= .5) { checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; checkpoint.y += 1; - if (!Person::players[k]->occluded == 0) + int i = -1; + if (Person::players[k]->occluded != 0) i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); - if (i == -1 || Person::players[k]->occluded == 0) + if (i == -1) i = checkcollide(viewer, checkpoint); if (i != -1) { Person::players[k]->occluded += 1; @@ -567,10 +552,10 @@ int Game::DrawGLScene(StereoSide side) glDisable(GL_COLOR_MATERIAL); glColor4f(1, 1, 0, 1); - for (k = 0; k < Person::players.size(); k++) { + for (unsigned k = 0; k < Person::players.size(); k++) { if (Person::players[k]->numwaypoints > 1) { glBegin(GL_LINE_LOOP); - for (i = 0; i < Person::players[k]->numwaypoints; i++) { + for (int i = 0; i < Person::players[k]->numwaypoints; i++) { glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z); } glEnd(); @@ -580,9 +565,9 @@ int Game::DrawGLScene(StereoSide side) if (numpathpoints > 1) { glColor4f(0, 1, 0, 1); - for (k = 0; k < numpathpoints; k++) { + for (unsigned k = 0; int(k) < numpathpoints; k++) { if (numpathpointconnect[k]) { - for (i = 0; i < numpathpointconnect[k]; i++) { + for (int i = 0; i < numpathpointconnect[k]; i++) { glBegin(GL_LINE_LOOP); glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z); glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z); @@ -603,9 +588,6 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_TEXTURE_2D); glColor4f(.5, .5, .5, 1); if (!console) { - sprintf (string, " ", (int)(fps)); - text->glPrint(10, 30, string, 0, .8, screenwidth, screenheight); - if (!tutoriallevel) if (bonus > 0 && bonustime < 1 && !winfreeze && indialogue == -1/*bonustime<4*/) { const char *bonus_name; @@ -935,11 +917,10 @@ int Game::DrawGLScene(StereoSide side) //Hot spots if (numhotspots && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) { - int closest = -1; float closestdist = -1; float distance = 0; - closest = currenthotspot; - for (i = 0; i < numhotspots; i++) { + int closest = currenthotspot; + for (int i = 0; i < numhotspots; i++) { distance = distsq(&Person::players[0]->coords, &hotspot[i]); if (closestdist == -1 || distance < closestdist) { if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i] && ((hotspottype[i] <= 10 && hotspottype[i] >= 0) || (hotspottype[i] <= 40 && hotspottype[i] >= 20))) { @@ -966,7 +947,7 @@ int Game::DrawGLScene(StereoSide side) int lastline = 0; int line = 0; bool done = false; - i = 0; + int i = 0; while (!done) { if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') { glColor4f(0, 0, 0, tutorialopac); @@ -984,7 +965,7 @@ int Game::DrawGLScene(StereoSide side) } } else if (hotspottype[closest] >= 20 && dialoguegonethrough[hotspottype[closest] - 20] == 0) { whichdialogue = hotspottype[closest] - 20; - for (j = 0; j < numdialogueboxes[whichdialogue]; j++) { + for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) { Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]]; Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]]; Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]]; @@ -1073,11 +1054,11 @@ int Game::DrawGLScene(StereoSide side) char tempname[264]; bool goodchar; int tempnum = 0; - for (i = 0; i < 264; i++) { + for (int i = 0; i < 264; i++) { tempname[i] = '\0'; } - for (i = 0; i < (int)strlen(dialoguename[whichdialogue][indialogue]); i++) { + for (int i = 0; i < (int)strlen(dialoguename[whichdialogue][indialogue]); i++) { tempname[tempnum] = dialoguename[whichdialogue][indialogue][i]; goodchar = 1; if (dialoguename[whichdialogue][indialogue][i] == '#' || dialoguename[whichdialogue][indialogue][i] == '\0') @@ -1101,7 +1082,7 @@ int Game::DrawGLScene(StereoSide side) } tempnum = 0; - for (i = 0; i < (int)strlen(dialoguetext[whichdialogue][indialogue]) + 1; i++) { + for (int i = 0; i < (int)strlen(dialoguetext[whichdialogue][indialogue]) + 1; i++) { tempname[tempnum] = dialoguetext[whichdialogue][indialogue][i]; if (dialoguetext[whichdialogue][indialogue][i] != '#') tempnum++; @@ -1112,7 +1093,7 @@ int Game::DrawGLScene(StereoSide side) int lastline = 0; int line = 0; bool done = false; - i = 0; + int i = 0; while (!done) { if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') { if (dialogueboxcolor[whichdialogue][indialogue][0] + dialogueboxcolor[whichdialogue][indialogue][1] + dialogueboxcolor[whichdialogue][indialogue][2] < 1.5) { @@ -1301,9 +1282,9 @@ int Game::DrawGLScene(StereoSide side) } text->glPrint(130, 120, string, 0, .8, 1024, 768); - sprintf (string, "Numplayers: %d", Person::players.size()); + sprintf (string, "Numplayers: %lu", Person::players.size()); text->glPrint(10, 155, string, 0, .8, 1024, 768); - sprintf (string, "Player %d: numwaypoints: %d", Person::players.size()-1, Person::players.back()->numwaypoints); + sprintf (string, "Player %d: numwaypoints: %d", (int(Person::players.size()) - 1), Person::players.back()->numwaypoints); text->glPrint(10, 140, string, 0, .8, 1024, 768); } sprintf (string, "Difficulty: %d", difficulty); @@ -1438,17 +1419,9 @@ int Game::DrawGLScene(StereoSide side) displaytime[0] = 0; glEnable(GL_TEXTURE_2D); glColor4f(1, 1, 1, 1); - if (chatting) { - sprintf (string, " ]"); - text->glPrint(10, 30 + screenheight - 330, string, 0, 1, screenwidth, screenheight); - if (displayblink) { - sprintf (string, "_"); - text->glPrint(30 + (float)(displayselected) * 10, 30 + (screenheight - 330), string, 0, 1, screenwidth, screenheight); - } - } - for (i = 0; i < 15; i++) - if ((i != 0 || chatting) && displaytime[i] < 4) - for (j = 0; j < displaytext[i].size(); j++) { + 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]); sprintf (string, "%c", displaytext[i][j]); text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight); @@ -1487,20 +1460,20 @@ int Game::DrawGLScene(StereoSide side) float distcheck; int numliveplayers = 0; center = 0; - for (i = 0; i < Person::players.size(); i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { if (!Person::players[i]->dead) numliveplayers++; } int numadd = 0; - for (i = 0; i < objects.numobjects; i++) { + for (int i = 0; i < objects.numobjects; i++) { if (objects.type[i] == treetrunktype || objects.type[i] == boxtype) { center += objects.position[i]; numadd++; } } - for (i = 0; i < Person::players.size(); i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { if (!Person::players[i]->dead) center += Person::players[i]->coords; } @@ -1511,14 +1484,14 @@ int Game::DrawGLScene(StereoSide side) float maxdistance = 0; float tempdist; //~ int whichclosest; - for (i = 0; i < objects.numobjects; i++) { + for (int i = 0; i < objects.numobjects; i++) { tempdist = distsq(¢er, &objects.position[i]); if (tempdist > maxdistance) { //~ whichclosest=i; maxdistance = tempdist; } } - for (i = 0; i < Person::players.size(); i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { if (!Person::players[i]->dead) { tempdist = distsq(¢er, &Person::players[i]->coords); if (tempdist > maxdistance) { @@ -1527,8 +1500,6 @@ int Game::DrawGLScene(StereoSide side) } } } - radius = fast_sqrt(maxdistance); - radius = 110; glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1); @@ -1537,7 +1508,7 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1); glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0); - for (i = 0; i < objects.numobjects; i++) { + for (int i = 0; i < objects.numobjects; i++) { if (objects.type[i] == treetrunktype) { distcheck = distsq(&Person::players[0]->coords, &objects.position[i]); if (distcheck < mapviewdist) { @@ -1585,7 +1556,7 @@ int Game::DrawGLScene(StereoSide side) } if (editorenabled) { Mapcircletexture.bind(); - for (i = 0; i < numboundaries; i++) { + for (int i = 0; i < numboundaries; i++) { glColor4f(0, 0, 0, opac / 3); glPushMatrix(); glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0); @@ -1603,7 +1574,7 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); } } - for (i = 0; i < Person::players.size(); i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords); if (distcheck < mapviewdist) { glPushMatrix(); @@ -1695,7 +1666,6 @@ int Game::DrawGLScene(StereoSide side) text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768); } loading = 2; - //if(ismotionblur)drawmode=motionblurmode; drawmode = normalmode; } @@ -1755,7 +1725,8 @@ int Game::DrawGLScene(StereoSide side) char temp[255]; - for (i = 0; i < 255; i++)string[i] = '\0'; + for (int i = 0; i < 255; i++) + string[i] = '\0'; sprintf (temp, "Time: %d:", (int)(((int)leveltime - (int)(leveltime) % 60) / 60)); strcat(string, temp); if ((int)(leveltime) % 60 < 10) @@ -1768,7 +1739,7 @@ int Game::DrawGLScene(StereoSide side) int awards[award_count]; int numawards = award_awards(awards); - for (i = 0; i < numawards && i < 6; i++) + for (int i = 0; i < numawards && i < 6; i++) text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768); } @@ -1781,7 +1752,6 @@ int Game::DrawGLScene(StereoSide side) glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 }; glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor); - //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f); @@ -1809,7 +1779,6 @@ int Game::DrawGLScene(StereoSide side) glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0); } } - //glFlush(); } glClear(GL_DEPTH_BUFFER_BIT); @@ -1846,7 +1815,6 @@ int Game::DrawGLScene(StereoSide side) if (drawmode == motionblurmode) { if (motionbluramount < .2) motionbluramount = .2; - //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount); glColor4f(1, 1, 1, motionbluramount); glPushMatrix(); glBegin(GL_QUADS); @@ -1994,8 +1962,7 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); } if (drawmode == radialzoommode) { - for (i = 0; i < 3; i++) { - //glRotatef((float)i*.1,0,0,1); + for (int i = 0; i < 3; i++) { glColor4f(1, 1, 1, 1 / ((float)i + 1)); glPushMatrix(); glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1); @@ -2035,8 +2002,8 @@ int Game::DrawGLScene(StereoSide side) sprintf (string, "_"); text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, string, 0, 1, 1024, 768); } - for (i = 0; i < 15; i++) - for (j = 0; j < consoletext[i].size(); j++) { + for (unsigned i = 0; i < 15; i++) + for (unsigned j = 0; j < consoletext[i].size(); j++) { glColor4f(1, 1, 1, 1 - (float)(i) / 16); sprintf (string, "%c", consoletext[i][j]); text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768); @@ -2057,17 +2024,14 @@ int Game::DrawGLScene(StereoSide side) multiplier = 0; } - //glFlush(); if ( side == stereoRight || side == stereoCenter ) { if (drawmode != motionblurmode || mainmenu) { swap_gl_buffers(); } } - //myassert(glGetError() == GL_NO_ERROR); glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); - //glFlush(); weapons.DoStuff(); @@ -2189,7 +2153,6 @@ void DrawMenu() glColor4f(1, 1, 1, 1); Game::cursortexture.bind(); glPushMatrix(); - //glScalef(.25,.25,.25); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f);