bottom -= center_y;
float vertices[] = {
- left*ca - top*sa + center_x, left*sa + top*ca + center_y,
- right*ca - top*sa + center_x, right*sa + top*ca + center_y,
- right*ca - bottom*sa + center_x, right*sa + bottom*ca + center_y,
- left*ca - bottom*sa + center_x, left*sa + bottom*ca + center_y
- };
+ left*ca - top*sa + center_x, left*sa + top*ca + center_y,
+ right*ca - top*sa + center_x, right*sa + top*ca + center_y,
+ right*ca - bottom*sa + center_x, right*sa + bottom*ca + center_y,
+ left*ca - bottom*sa + center_x, left*sa + bottom*ca + center_y
+ };
glVertexPointer(2, GL_FLOAT, 0, vertices);
float uvs[] = {
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
- glEnable(GL_VERTEX_ARRAY);
- glEnable(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Init the projection matrix, viewport and stuff
const Color& bottom = gradientrequest->bottom;
glDisable(GL_TEXTURE_2D);
- glDisable(GL_TEXTURE_COORD_ARRAY);
- glEnable(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
float vertices[] = {
0, 0,
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glDisable(GL_COLOR_ARRAY);
- glEnable(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
glDisable(GL_TEXTURE_2D);
glColor4f(fillrectrequest->color.red, fillrectrequest->color.green,
fillrectrequest->color.blue, fillrectrequest->color.alpha);
- glDisable(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
float vertices[] = {
x, y,
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glEnable(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
}
vertices[p++] = x - ex2; vertices[p++] = y + ey2;
}
- glDisable(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLES, 0, points);
- glEnable(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
{
// This scales SCREEN_WIDTH/SCREEN_HEIGHT so that they never excede
// max_width/max_height
- if (config->stretch_to_window || (SCREEN_WIDTH > max_width || SCREEN_HEIGHT > max_height))
+ if (SCREEN_WIDTH > max_width || SCREEN_HEIGHT > max_height)
{
float scale1 = float(max_width)/SCREEN_WIDTH;
float scale2 = float(max_height)/SCREEN_HEIGHT;
SCREEN_HEIGHT = static_cast<int>(max_height);
}
- // Clear so that we get a clean black border without junk
+ // Clear both buffers so that we get a clean black border without junk
+ glClear(GL_COLOR_BUFFER_BIT);
+ SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT);
+ SDL_GL_SwapBuffers();
if (0)
std::cout << (w-nw)/2 << " "
<< (h-nh)/2 << " "
<< nw << "x" << nh << std::endl;
- if (config->stretch_to_window)
- {
- glViewport(0, 0, w, h);
- }
- else
- {
- glViewport(std::max(0, (w-nw)/2),
- std::max(0, (h-nh)/2),
- std::min(nw, w),
- std::min(nh, h));
- }
+ glViewport(std::max(0, (w-nw)/2),
+ std::max(0, (h-nh)/2),
+ std::min(nw, w),
+ std::min(nh, h));
}
if (0)