- offsetx[i]=(startx[i]+endx[i])/2-(mousecoordh/screenwidth*640);
- offsety[i]=(starty[i]+endy[i])/2-(480-(mousecoordv/screenheight*480));
- offsetx[i]*=.06f;
- offsety[i]*=.06f;
- offsetx[i]=0;
- offsety[i]=0;
- }
-
- if(mainmenu==1||mainmenu==2){
- glClear(GL_DEPTH_BUFFER_BIT);
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.001f);
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glTranslatef(screenwidth/2,screenheight/2,0);
- glPushMatrix();
- glScalef((float)screenwidth/2,(float)screenheight/2,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_BLEND);
- glColor4f(0,0,0,1.0);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
- glDisable(GL_TEXTURE_2D);
- glPushMatrix();
- //glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glEnable(GL_BLEND);
- glColor4f(0.4,0.4,0.4,1.0);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
- glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]);
- glPushMatrix();
- //glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
-
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glPushMatrix();
- glDisable(GL_TEXTURE_2D);
- glColor4f(1,0,0,1);
- glPopMatrix();
- glPopMatrix();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
-