mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-06-05 18:35:06 +00:00
chore: format Minecraft.Client
This commit is contained in:
@@ -6,389 +6,312 @@
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#include "../../Minecraft.World/IO/Streams/IntBuffer.h"
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#include "../../Minecraft.World/IO/Streams/ByteBuffer.h"
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void glViewport(int x, int y, int w, int h)
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{
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// We don't really need anything here because minecraft doesn't current do anything other than the default viewport
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void glViewport(int x, int y, int w, int h) {
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// We don't really need anything here because minecraft doesn't current do
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// anything other than the default viewport
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}
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void glTranslatef(float x,float y,float z)
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{
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RenderManager.MatrixTranslate(x,y,z);
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void glTranslatef(float x, float y, float z) {
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RenderManager.MatrixTranslate(x, y, z);
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}
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void glRotatef(float angle, float x, float y, float z)
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{
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RenderManager.MatrixRotate(angle*(PI/180.0f),x,y,z);
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void glRotatef(float angle, float x, float y, float z) {
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RenderManager.MatrixRotate(angle * (PI / 180.0f), x, y, z);
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}
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void glPopMatrix()
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{
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RenderManager.MatrixPop();
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void glPopMatrix() { RenderManager.MatrixPop(); }
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void glPushMatrix() { RenderManager.MatrixPush(); }
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void glScalef(float x, float y, float z) { RenderManager.MatrixScale(x, y, z); }
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void glMultMatrixf(float* m) { RenderManager.MatrixMult(m); }
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void glMatrixMode(int type) { RenderManager.MatrixMode(type); }
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void glLoadIdentity() { RenderManager.MatrixSetIdentity(); }
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void gluPerspective(float fovy, float aspect, float zNear, float zFar) {
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RenderManager.MatrixPerspective(fovy, aspect, zNear, zFar);
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}
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void glPushMatrix()
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{
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RenderManager.MatrixPush();
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void glOrtho(float left, float right, float bottom, float top, float zNear,
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float zFar) {
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RenderManager.MatrixOrthogonal(left, right, bottom, top, zNear, zFar);
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}
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void glScalef(float x, float y, float z)
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{
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RenderManager.MatrixScale(x,y,z);
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void glScaled(double x, double y, double z) {
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RenderManager.MatrixScale((float)x, (float)y, (float)z);
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}
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void glMultMatrixf(float *m)
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{
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RenderManager.MatrixMult(m);
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void glGetFloat(int type, FloatBuffer* buff) {
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memcpy(buff->_getDataPointer(), RenderManager.MatrixGet(type), 64);
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}
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void glMatrixMode(int type)
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{
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RenderManager.MatrixMode(type);
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void glDeleteLists(int first, int count) {
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RenderManager.CBuffDelete(first, count);
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}
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void glLoadIdentity()
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{
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RenderManager.MatrixSetIdentity();
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}
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int glGenLists(int count) { return RenderManager.CBuffCreate(count); }
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void gluPerspective(float fovy, float aspect, float zNear, float zFar)
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{
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RenderManager.MatrixPerspective(fovy,aspect,zNear,zFar);
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}
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void glNewList(int index, int mode) { RenderManager.CBuffStart(index); }
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void glOrtho(float left,float right,float bottom,float top,float zNear,float zFar)
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{
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RenderManager.MatrixOrthogonal(left,right,bottom,top,zNear,zFar);
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}
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void glScaled(double x,double y,double z)
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{
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RenderManager.MatrixScale((float)x,(float)y,(float)z);
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}
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void glGetFloat(int type, FloatBuffer *buff)
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{
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memcpy(buff->_getDataPointer(),RenderManager.MatrixGet(type),64);
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}
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void glDeleteLists(int first,int count)
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{
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RenderManager.CBuffDelete(first,count);
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}
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int glGenLists(int count)
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{
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return RenderManager.CBuffCreate(count);
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}
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void glNewList(int index, int mode)
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{
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RenderManager.CBuffStart(index);
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}
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void glEndList(int vertexCount)
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{
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void glEndList(int vertexCount) {
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#ifdef _XBOX
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RenderManager.CBuffEnd(vertexCount);
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RenderManager.CBuffEnd(vertexCount);
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#else
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RenderManager.CBuffEnd();
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RenderManager.CBuffEnd();
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#endif
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}
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void glCallList(int index)
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{
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RenderManager.CBuffCall(index);
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void glCallList(int index) { RenderManager.CBuffCall(index); }
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void glCallLists(IntBuffer* ib) {
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for (unsigned int i = 0; i < ib->limit(); i++) {
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RenderManager.CBuffCall(ib->get(i));
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}
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}
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void glCallLists(IntBuffer *ib)
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{
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for(unsigned int i = 0; i < ib->limit(); i++)
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{
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RenderManager.CBuffCall(ib->get(i));
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}
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}
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void glClear(int flags) { RenderManager.Clear(flags); }
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void glClear(int flags)
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{
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RenderManager.Clear(flags);
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}
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void glClearColor(float r, float g, float b, float a)
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{
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void glClearColor(float r, float g, float b, float a) {
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#ifdef _XBOX
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int ir = (int)(r * 255.0f); if( ir < 0 ) ir = 0; if( ir > 255 ) ir = 255;
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int ig = (int)(g * 255.0f); if( ig < 0 ) ig = 0; if( ig > 255 ) ig = 255;
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int ib = (int)(b * 255.0f); if( ib < 0 ) ib = 0; if( ib > 255 ) ib = 255;
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int ia = (int)(a * 255.0f); if( ia < 0 ) ia = 0; if( ia > 255 ) ia = 255;
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int ir = (int)(r * 255.0f);
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if (ir < 0) ir = 0;
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if (ir > 255) ir = 255;
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int ig = (int)(g * 255.0f);
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if (ig < 0) ig = 0;
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if (ig > 255) ig = 255;
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int ib = (int)(b * 255.0f);
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if (ib < 0) ib = 0;
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if (ib > 255) ib = 255;
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int ia = (int)(a * 255.0f);
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if (ia < 0) ia = 0;
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if (ia > 255) ia = 255;
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RenderManager.SetClearColour(D3DCOLOR_RGBA(ir,ig,ib,ia));
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RenderManager.SetClearColour(D3DCOLOR_RGBA(ir, ig, ib, ia));
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#else
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float rgba[4] = {r,g,b,a};
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RenderManager.SetClearColour(rgba);
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float rgba[4] = {r, g, b, a};
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RenderManager.SetClearColour(rgba);
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#endif
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}
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void Display::update()
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{
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void Display::update() {}
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void Display::swapBuffers() {}
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void glBindTexture(int target, int texture) {
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RenderManager.TextureBind(texture);
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}
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void Display::swapBuffers()
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{
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void glTexImage2D(int target, int level, int internalformat, int width,
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int height, int border, int format, int type,
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ByteBuffer* data) {
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RenderManager.TextureData(width, height, data->getBuffer(), level);
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}
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void glBindTexture(int target,int texture)
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{
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RenderManager.TextureBind(texture);
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}
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void glTexImage2D(int target,int level,int internalformat,int width,int height,int border,int format,int type, ByteBuffer *data)
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{
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RenderManager.TextureData(width,height,data->getBuffer(),level);
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}
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void glDeleteTextures(IntBuffer *ib)
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{
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for(unsigned int i = 0; i < ib->limit(); i++)
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{
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RenderManager.TextureFree(ib->get(i));
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}
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void glDeleteTextures(IntBuffer* ib) {
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for (unsigned int i = 0; i < ib->limit(); i++) {
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RenderManager.TextureFree(ib->get(i));
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}
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}
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// 4J Stu - I'm pretty sure this is what it should do
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void glDeleteTextures(int id)
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{
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RenderManager.TextureFree(id);
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}
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void glDeleteTextures(int id) { RenderManager.TextureFree(id); }
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void glGenTextures(IntBuffer *ib)
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{
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for(unsigned int i = 0; i < ib->limit(); i++)
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{
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ib->put(RenderManager.TextureCreate());
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}
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void glGenTextures(IntBuffer* ib) {
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for (unsigned int i = 0; i < ib->limit(); i++) {
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ib->put(RenderManager.TextureCreate());
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}
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}
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// 4J Stu - I'm pretty sure this is what it should do
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int glGenTextures()
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{
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return RenderManager.TextureCreate();
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int glGenTextures() { return RenderManager.TextureCreate(); }
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void glColor3f(float r, float g, float b) {
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RenderManager.StateSetColour(r, g, b, 1.0f);
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}
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void glColor3f(float r, float g, float b)
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{
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RenderManager.StateSetColour(r,g,b,1.0f);
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void glColor4f(float r, float g, float b, float a) {
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RenderManager.StateSetColour(r, g, b, a);
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}
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void glColor4f(float r, float g, float b, float a)
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{
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RenderManager.StateSetColour(r,g,b,a);
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void glDisable(int state) {
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switch (state) {
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case GL_TEXTURE_2D:
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RenderManager.TextureBind(-1);
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break;
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case GL_BLEND:
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RenderManager.StateSetBlendEnable(false);
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break;
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case GL_CULL_FACE:
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RenderManager.StateSetFaceCull(false);
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break;
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case GL_DEPTH_TEST:
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RenderManager.StateSetDepthTestEnable(false);
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break;
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case GL_ALPHA_TEST:
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RenderManager.StateSetAlphaTestEnable(false);
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break;
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case GL_FOG:
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RenderManager.StateSetFogEnable(false);
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break;
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case GL_LIGHTING:
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RenderManager.StateSetLightingEnable(false);
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break;
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case GL_LIGHT0:
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RenderManager.StateSetLightEnable(0, false);
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break;
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case GL_LIGHT1:
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RenderManager.StateSetLightEnable(1, false);
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break;
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}
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}
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void glDisable(int state)
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{
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switch(state)
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{
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case GL_TEXTURE_2D:
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RenderManager.TextureBind(-1);
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break;
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case GL_BLEND:
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RenderManager.StateSetBlendEnable(false);
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break;
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case GL_CULL_FACE:
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RenderManager.StateSetFaceCull(false);
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break;
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case GL_DEPTH_TEST:
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RenderManager.StateSetDepthTestEnable(false);
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break;
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case GL_ALPHA_TEST:
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RenderManager.StateSetAlphaTestEnable(false);
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break;
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case GL_FOG:
|
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RenderManager.StateSetFogEnable(false);
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break;
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case GL_LIGHTING:
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RenderManager.StateSetLightingEnable(false);
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||||
break;
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||||
case GL_LIGHT0:
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RenderManager.StateSetLightEnable(0,false);
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break;
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case GL_LIGHT1:
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RenderManager.StateSetLightEnable(1,false);
|
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break;
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}
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void glEnable(int state) {
|
||||
switch (state) {
|
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case GL_BLEND:
|
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RenderManager.StateSetBlendEnable(true);
|
||||
break;
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||||
case GL_CULL_FACE:
|
||||
RenderManager.StateSetFaceCull(true);
|
||||
break;
|
||||
case GL_DEPTH_TEST:
|
||||
RenderManager.StateSetDepthTestEnable(true);
|
||||
break;
|
||||
case GL_ALPHA_TEST:
|
||||
RenderManager.StateSetAlphaTestEnable(true);
|
||||
break;
|
||||
case GL_FOG:
|
||||
RenderManager.StateSetFogEnable(true);
|
||||
break;
|
||||
case GL_LIGHTING:
|
||||
RenderManager.StateSetLightingEnable(true);
|
||||
break;
|
||||
case GL_LIGHT0:
|
||||
RenderManager.StateSetLightEnable(0, true);
|
||||
break;
|
||||
case GL_LIGHT1:
|
||||
RenderManager.StateSetLightEnable(1, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void glEnable(int state)
|
||||
{
|
||||
switch(state)
|
||||
{
|
||||
case GL_BLEND:
|
||||
RenderManager.StateSetBlendEnable(true);
|
||||
break;
|
||||
case GL_CULL_FACE:
|
||||
RenderManager.StateSetFaceCull(true);
|
||||
break;
|
||||
case GL_DEPTH_TEST:
|
||||
RenderManager.StateSetDepthTestEnable(true);
|
||||
break;
|
||||
case GL_ALPHA_TEST:
|
||||
RenderManager.StateSetAlphaTestEnable(true);
|
||||
break;
|
||||
case GL_FOG:
|
||||
RenderManager.StateSetFogEnable(true);
|
||||
break;
|
||||
case GL_LIGHTING:
|
||||
RenderManager.StateSetLightingEnable(true);
|
||||
break;
|
||||
case GL_LIGHT0:
|
||||
RenderManager.StateSetLightEnable(0,true);
|
||||
break;
|
||||
case GL_LIGHT1:
|
||||
RenderManager.StateSetLightEnable(1,true);
|
||||
break;
|
||||
}
|
||||
void glDepthMask(bool enable) { RenderManager.StateSetDepthMask(enable); }
|
||||
|
||||
void glBlendFunc(int src, int dst) {
|
||||
RenderManager.StateSetBlendFunc(src, dst);
|
||||
}
|
||||
|
||||
void glDepthMask(bool enable)
|
||||
{
|
||||
RenderManager.StateSetDepthMask(enable);
|
||||
void glAlphaFunc(int func, float param) {
|
||||
RenderManager.StateSetAlphaFunc(func, param);
|
||||
}
|
||||
|
||||
void glBlendFunc(int src, int dst)
|
||||
{
|
||||
RenderManager.StateSetBlendFunc(src,dst);
|
||||
}
|
||||
|
||||
void glAlphaFunc(int func,float param)
|
||||
{
|
||||
RenderManager.StateSetAlphaFunc(func, param);
|
||||
}
|
||||
|
||||
void glDepthFunc(int func)
|
||||
{
|
||||
void glDepthFunc(int func) {
|
||||
#ifdef _XBOX
|
||||
RenderManager.StateSetDepthFunc(func);
|
||||
RenderManager.StateSetDepthFunc(func);
|
||||
#else
|
||||
RenderManager.StateSetDepthFunc(func);
|
||||
RenderManager.StateSetDepthFunc(func);
|
||||
#endif
|
||||
}
|
||||
|
||||
void glTexParameteri(int target, int param, int value)
|
||||
{
|
||||
RenderManager.TextureSetParam(param,value);
|
||||
void glTexParameteri(int target, int param, int value) {
|
||||
RenderManager.TextureSetParam(param, value);
|
||||
}
|
||||
|
||||
void glPolygonOffset(float factor, float units)
|
||||
{
|
||||
void glPolygonOffset(float factor, float units) {
|
||||
#ifdef __PS3__
|
||||
RenderManager.StateSetDepthSlopeAndBias(factor, units);
|
||||
RenderManager.StateSetDepthSlopeAndBias(factor, units);
|
||||
#else
|
||||
// DirectX specifies these offsets in z buffer 0 to 1 sort of range, whereas opengl seems to be in a 0 -> depth buffer size sort of range.
|
||||
// The slope factor is quite possibly different too. Magic factor for now anyway.
|
||||
const float magicFactor = 65536.0f;
|
||||
RenderManager.StateSetDepthSlopeAndBias(factor / magicFactor, units / magicFactor);
|
||||
// DirectX specifies these offsets in z buffer 0 to 1 sort of range, whereas
|
||||
// opengl seems to be in a 0 -> depth buffer size sort of range. The slope
|
||||
// factor is quite possibly different too. Magic factor for now anyway.
|
||||
const float magicFactor = 65536.0f;
|
||||
RenderManager.StateSetDepthSlopeAndBias(factor / magicFactor,
|
||||
units / magicFactor);
|
||||
#endif
|
||||
}
|
||||
|
||||
void glFogi(int param, int value)
|
||||
{
|
||||
if( param == GL_FOG_MODE )
|
||||
{
|
||||
RenderManager.StateSetFogMode(value);
|
||||
}
|
||||
void glFogi(int param, int value) {
|
||||
if (param == GL_FOG_MODE) {
|
||||
RenderManager.StateSetFogMode(value);
|
||||
}
|
||||
}
|
||||
|
||||
void glFogf(int param, float value)
|
||||
{
|
||||
switch(param)
|
||||
{
|
||||
case GL_FOG_START:
|
||||
RenderManager.StateSetFogNearDistance(value);
|
||||
break;
|
||||
case GL_FOG_END:
|
||||
RenderManager.StateSetFogFarDistance(value);
|
||||
break;
|
||||
case GL_FOG_DENSITY:
|
||||
RenderManager.StateSetFogDensity(value);
|
||||
break;
|
||||
}
|
||||
void glFogf(int param, float value) {
|
||||
switch (param) {
|
||||
case GL_FOG_START:
|
||||
RenderManager.StateSetFogNearDistance(value);
|
||||
break;
|
||||
case GL_FOG_END:
|
||||
RenderManager.StateSetFogFarDistance(value);
|
||||
break;
|
||||
case GL_FOG_DENSITY:
|
||||
RenderManager.StateSetFogDensity(value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void glFog(int param,FloatBuffer *values)
|
||||
{
|
||||
if( param == GL_FOG_COLOR )
|
||||
{
|
||||
float *data = values->_getDataPointer();
|
||||
RenderManager.StateSetFogColour(data[0],data[1],data[2]);
|
||||
}
|
||||
void glFog(int param, FloatBuffer* values) {
|
||||
if (param == GL_FOG_COLOR) {
|
||||
float* data = values->_getDataPointer();
|
||||
RenderManager.StateSetFogColour(data[0], data[1], data[2]);
|
||||
}
|
||||
}
|
||||
|
||||
void glLight(int light, int mode,FloatBuffer *values)
|
||||
{
|
||||
int idx;
|
||||
if( light == GL_LIGHT0 )
|
||||
{
|
||||
idx = 0;
|
||||
}
|
||||
else if( light == GL_LIGHT1 )
|
||||
{
|
||||
idx = 1;
|
||||
}
|
||||
else return;
|
||||
float *data =values->_getDataPointer();
|
||||
switch( mode )
|
||||
{
|
||||
case GL_POSITION:
|
||||
RenderManager.StateSetLightDirection(idx, data[0], data[1], data[2]);
|
||||
break;
|
||||
case GL_DIFFUSE:
|
||||
RenderManager.StateSetLightColour(idx, data[0], data[1], data[2]);
|
||||
break;
|
||||
case GL_AMBIENT:
|
||||
break;
|
||||
case GL_SPECULAR:
|
||||
break;
|
||||
}
|
||||
void glLight(int light, int mode, FloatBuffer* values) {
|
||||
int idx;
|
||||
if (light == GL_LIGHT0) {
|
||||
idx = 0;
|
||||
} else if (light == GL_LIGHT1) {
|
||||
idx = 1;
|
||||
} else
|
||||
return;
|
||||
float* data = values->_getDataPointer();
|
||||
switch (mode) {
|
||||
case GL_POSITION:
|
||||
RenderManager.StateSetLightDirection(idx, data[0], data[1],
|
||||
data[2]);
|
||||
break;
|
||||
case GL_DIFFUSE:
|
||||
RenderManager.StateSetLightColour(idx, data[0], data[1], data[2]);
|
||||
break;
|
||||
case GL_AMBIENT:
|
||||
break;
|
||||
case GL_SPECULAR:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void glLightModel(int mode, FloatBuffer *values)
|
||||
{
|
||||
float *data =values->_getDataPointer();
|
||||
if( mode == GL_LIGHT_MODEL_AMBIENT )
|
||||
{
|
||||
RenderManager.StateSetLightAmbientColour(data[0],data[1],data[2]);
|
||||
}
|
||||
void glLightModel(int mode, FloatBuffer* values) {
|
||||
float* data = values->_getDataPointer();
|
||||
if (mode == GL_LIGHT_MODEL_AMBIENT) {
|
||||
RenderManager.StateSetLightAmbientColour(data[0], data[1], data[2]);
|
||||
}
|
||||
}
|
||||
|
||||
void glLineWidth(float width)
|
||||
{
|
||||
RenderManager.StateSetLineWidth(width);
|
||||
void glLineWidth(float width) { RenderManager.StateSetLineWidth(width); }
|
||||
|
||||
void glColorMask(bool red, bool green, bool blue, bool alpha) {
|
||||
RenderManager.StateSetWriteEnable(red, green, blue, alpha);
|
||||
}
|
||||
|
||||
void glColorMask(bool red, bool green, bool blue, bool alpha)
|
||||
{
|
||||
RenderManager.StateSetWriteEnable(red, green, blue, alpha);
|
||||
void glMultiTexCoord2f(int, float u, float v) {
|
||||
// Clamp these values just to be safe - the lighting code can get broken if
|
||||
// we pass things to StateSetVertexTextureUV that are >= 1
|
||||
if (u > 255.0f) u = 255.0f;
|
||||
if (v > 255.0f) v = 255.0f;
|
||||
|
||||
RenderManager.StateSetVertexTextureUV(u / 256.0f, v / 256.0f);
|
||||
}
|
||||
|
||||
void glMultiTexCoord2f(int, float u , float v)
|
||||
{
|
||||
// Clamp these values just to be safe - the lighting code can get broken if we pass things to StateSetVertexTextureUV that are >= 1
|
||||
if( u > 255.0f ) u = 255.0f;
|
||||
if( v > 255.0f ) v = 255.0f;
|
||||
void glTexGen(int coord, int mode, FloatBuffer* vec) {
|
||||
float* data = vec->_getDataPointer();
|
||||
|
||||
RenderManager.StateSetVertexTextureUV( u / 256.0f, v / 256.0f);
|
||||
RenderManager.StateSetTexGenCol(coord, data[0], data[1], data[2], data[3],
|
||||
mode == GL_EYE_PLANE);
|
||||
}
|
||||
|
||||
void glTexGen(int coord, int mode, FloatBuffer *vec)
|
||||
{
|
||||
float *data = vec->_getDataPointer();
|
||||
|
||||
RenderManager.StateSetTexGenCol( coord, data[0], data[1], data[2], data[3], mode == GL_EYE_PLANE );
|
||||
}
|
||||
|
||||
void glCullFace(int dir)
|
||||
{
|
||||
RenderManager.StateSetFaceCullCW( dir == GL_BACK);
|
||||
}
|
||||
void glCullFace(int dir) { RenderManager.StateSetFaceCullCW(dir == GL_BACK); }
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user