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);