glBegin(GL_QUADS);
glColor3ub(top_clr.red, top_clr.green, top_clr.blue);
glVertex2f(0, 0);
- glVertex2f(640, 0);
+ glVertex2f(screen->w, 0);
glColor3ub(bot_clr.red, bot_clr.green, bot_clr.blue);
- glVertex2f(640, 480);
- glVertex2f(0, 480);
+ glVertex2f(screen->w, screen->h);
+ glVertex2f(0, screen->h);
glEnd();
}
else
{
#endif
- for(float y = 0; y < 480; y += 2)
- fillrect(0, (int)y, 640, 2,
- (int)(((float)(top_clr.red-bot_clr.red)/(0-480)) * y + top_clr.red),
- (int)(((float)(top_clr.green-bot_clr.green)/(0-480)) * y + top_clr.green),
- (int)(((float)(top_clr.blue-bot_clr.blue)/(0-480)) * y + top_clr.blue), 255);
+ for(float y = 0; y < screen->h; y += 2)
+ fillrect(0, (int)y, screen->w, 2,
+ (int)(((float)(top_clr.red-bot_clr.red)/(0-screen->h)) * y + top_clr.red),
+ (int)(((float)(top_clr.green-bot_clr.green)/(0-screen->h)) * y + top_clr.green),
+ (int)(((float)(top_clr.blue-bot_clr.blue)/(0-screen->h)) * y + top_clr.blue),
+ 255);
/* calculates the color for each line, based in the generic equation for functions: y = mx + b */
#ifndef NOOPENGL
while(alpha >= 0 && alpha < 256)
{
+ surface->draw(0,0,(int)alpha);
+ flipscreen();
+
old_time = cur_time;
cur_time = SDL_GetTicks();
- surface->draw(0,0,(int)alpha, true);
-
/* Calculate the next alpha value */
float calc = (float) ((cur_time - old_time) / seconds);
if(fade_out)