X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=modules%2Fvisualization%2Fgalaktos%2Fvideo_init.c;h=b3a0e3369a8c851b4915ac5b0eb21d5fb382e12e;hb=6ee1e193fd896ab9a4729fde14f009d9ce629815;hp=9839a01a649d824a204eef0ec4b8dcb961df178b;hpb=3305b049e7f587b23359a1c9047fb5763d19c1dc;p=vlc diff --git a/modules/visualization/galaktos/video_init.c b/modules/visualization/galaktos/video_init.c index 9839a01a64..b3a0e3369a 100644 --- a/modules/visualization/galaktos/video_init.c +++ b/modules/visualization/galaktos/video_init.c @@ -43,7 +43,7 @@ extern char *buffer; void setup_opengl( int w, int h ) { - + /* Our shading model--Gouraud (smooth). */ glShadeModel( GL_SMOOTH); /* Culling. */ @@ -60,21 +60,21 @@ void setup_opengl( int w, int h ) */ glMatrixMode(GL_TEXTURE); glLoadIdentity(); - + // gluOrtho2D(0.0, (GLfloat) width, 0.0, (GLfloat) height); glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - + glLoadIdentity(); + // glFrustum(0.0, height, 0.0,width,10,40); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); -glDrawBuffer(GL_BACK); - glReadBuffer(GL_BACK); - glEnable(GL_BLEND); +glDrawBuffer(GL_BACK); + glReadBuffer(GL_BACK); + glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - // glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + // glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_LINE_SMOOTH); glEnable(GL_POINT_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); @@ -83,8 +83,8 @@ glDrawBuffer(GL_BACK); // glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGB,0,0,texsize,texsize,0); //glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,texsize,texsize); glLineStipple(2, 0xAAAA); - - + + } void CreateRenderTarget(int texsize,int *RenderTargetTextureID, int *RenderTarget ) @@ -98,23 +98,23 @@ void CreateRenderTarget(int texsize,int *RenderTargetTextureID, int *RenderTarge /* Create the render target */ *RenderTarget = SDL_GL_CreateRenderTarget(texsize,texsize, NULL); if ( *RenderTarget ) { - - int value; - - //printf("Created render target:\n"); - SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_RED_SIZE, &value ); - // printf( "SDL_GL_RED_SIZE: %d\n", value); - SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_GREEN_SIZE, &value ); - // printf( "SDL_GL_GREEN_SIZE: %d\n", value); - SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_BLUE_SIZE, &value ); - // printf( "SDL_GL_BLUE_SIZE: %d\n", value); - SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_ALPHA_SIZE, &value ); - // printf( "SDL_GL_ALPHA_SIZE: %d\n", value); - SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_DEPTH_SIZE, &value ); - // printf( "SDL_GL_DEPTH_SIZE: %d\n", value ); - - SDL_GL_BindRenderTarget(*RenderTarget, *RenderTargetTextureID); - + + int value; + + //printf("Created render target:\n"); + SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_RED_SIZE, &value ); + // printf( "SDL_GL_RED_SIZE: %d\n", value); + SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_GREEN_SIZE, &value ); + // printf( "SDL_GL_GREEN_SIZE: %d\n", value); + SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_BLUE_SIZE, &value ); + // printf( "SDL_GL_BLUE_SIZE: %d\n", value); + SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_ALPHA_SIZE, &value ); + // printf( "SDL_GL_ALPHA_SIZE: %d\n", value); + SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_DEPTH_SIZE, &value ); + // printf( "SDL_GL_DEPTH_SIZE: %d\n", value ); + + SDL_GL_BindRenderTarget(*RenderTarget, *RenderTargetTextureID); + } else { #endif /* We can fake a render target in this demo by rendering to the @@ -124,13 +124,13 @@ void CreateRenderTarget(int texsize,int *RenderTargetTextureID, int *RenderTarge glBindTexture(GL_TEXTURE_2D, *RenderTargetTextureID); glTexImage2D(GL_TEXTURE_2D, - 0, - GL_RGB, - texsize, texsize, - 0, - GL_RGB, - GL_UNSIGNED_BYTE, - buffer); + 0, + GL_RGB, + texsize, texsize, + 0, + GL_RGB, + GL_UNSIGNED_BYTE, + buffer); // } }