X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=ff188051aa7816ce905de96c529140544f0d07a3;hb=5bba986635ab85bf530ac1d4af42b04164d7d6b7;hp=7c0673d3a8a1ac9a9976d05ce938fada17a1fe39;hpb=5dfd07829a5eecc87d100dd8825a81eafbaa86be;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 7c0673d..ff18805 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -287,13 +287,13 @@ int Game::DrawGLScene(StereoSide side) blurness -= multiplier * 5; if (environment == desertenvironment && detail == 2) - glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness + .4 ); + glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 ); if (environment == desertenvironment) { glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0); glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0); } skybox->draw(); - glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0); + glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0); glPopMatrix(); glTranslatef(-viewer.x, -viewer.y, -viewer.z); frustum.GetFrustum(); @@ -416,7 +416,7 @@ int Game::DrawGLScene(StereoSide side) if (distance >= 1) glDisable(GL_BLEND); if (distance >= .5) { - checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; + checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; checkpoint.y += 1; int i = -1; if (Person::players[k]->occluded != 0) @@ -481,7 +481,7 @@ int Game::DrawGLScene(StereoSide side) if (distance >= 1) glDisable(GL_BLEND); if (distance >= .5) { - checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; + checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; checkpoint.y += 1; int i = -1; if (Person::players[k]->occluded != 0) @@ -1643,12 +1643,12 @@ int Game::DrawGLScene(StereoSide side) if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) { if (screentexture) { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); 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_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); + glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); + glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); + glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f); glBindTexture( GL_TEXTURE_2D, screentexture); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);