]> git.sesse.net Git - vlc/blobdiff - modules/visualization/galaktos/video_init.c
Removes trailing spaces. Removes tabs.
[vlc] / modules / visualization / galaktos / video_init.c
index 9839a01a649d824a204eef0ec4b8dcb961df178b..b3a0e3369a8c851b4915ac5b0eb21d5fb382e12e 100644 (file)
@@ -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);
  //   }
 
 }