X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FText.cpp;h=5b90b6ac6495bb0c7be1b17de47347b233bf6c06;hb=a85869d3f9d2e627781068acc2595e8fa8a6aad9;hp=09a23e1cadee95374d3b1ef3e03a4a67e99d0de6;hpb=cd043e3f9e26c2b3406b40a354c2840941e9db7f;p=lugaru.git diff --git a/Source/Text.cpp b/Source/Text.cpp index 09a23e1..5b90b6a 100644 --- a/Source/Text.cpp +++ b/Source/Text.cpp @@ -1,5 +1,6 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. @@ -20,7 +21,6 @@ along with Lugaru. If not, see . /**> HEADER FILES <**/ #include "Text.h" #include "Game.h" -extern TGAImageRec texture; void Text::LoadFontTexture(const char *fileName) { @@ -28,35 +28,7 @@ void Text::LoadFontTexture(const char *fileName) LOG(std::string("Loading font texture...") + fileName); - FontTexture.load(fileName, false, false); - /* - //Load Image - //LoadTGA( fileName ); - unsigned char fileNamep[256]; - CopyCStringToPascal(fileName,fileNamep); - //Load Image - upload_image( fileNamep ,1); - - //Is it valid? - if(1==1){ - //Alpha channel? - if ( texture.bpp == 24 ) - type = GL_RGB; - else - type = GL_RGBA; - - glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); - - if(!FontTexture)glGenTextures( 1, &FontTexture ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); - - glBindTexture( GL_TEXTURE_2D, FontTexture); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - - gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data ); - } - */ + FontTexture.load(fileName, false); if (base) { glDeleteLists(base, 512); base = 0; @@ -74,11 +46,8 @@ void Text::BuildFont() // Build Our Font Display List if (base) { glDeleteLists(base, 512); base = 0; - //LOG("Font already created..."); - //return; } -//base=glGenLists(256); // Creating 256 Display Lists base = glGenLists(512); // Creating 256 Display Lists FontTexture.bind(); for (loop = 0; loop < 512; loop++) { // Loop Through All 256 Lists