- if ((p_sys->i_effect > OPENGL_EFFECT_TRANSPARENT_CUBE) ||
- ((p_sys->i_effect == OPENGL_EFFECT_NONE)))
- {
- unsigned int i_i, i_j;
- unsigned int i_accuracy = config_GetInt( p_vout, "opengl-accuracy");
- unsigned int i_n = pow(2, i_accuracy);
- unsigned int i_n_x = (p_vout->fmt_out.i_visible_width / (i_n * 2));
- unsigned int i_n_y = (p_vout->fmt_out.i_visible_height / i_n);
- double d_x, d_y;
- int i_distortion = p_sys->i_effect;
- float f_p = p_sys->f_radius;
-
- glEnable( VLCGL_TARGET );
- glBegin(GL_QUADS);
- for (i_i = 0; i_i < p_vout->fmt_out.i_visible_width; i_i += i_n_x)
- {
- if ( i_i == i_n_x * i_n / 2) i_n_x += p_vout->fmt_out.i_visible_width % i_n;
- if ((i_i == (p_vout->fmt_out.i_visible_width / i_n) * i_n / 2 + i_n_x) &&
- (p_vout->fmt_out.i_visible_width / i_n != i_n_x))
- i_n_x -= p_vout->fmt_out.i_visible_width % i_n;
-
- int i_m;
- int i_index_max = 0;
-
- for (i_j = 0; i_j < p_vout->fmt_out.i_visible_height; i_j += i_n_y)
- {
- if ( i_j == i_n_y * i_n / 2) i_n_y += p_vout->fmt_out.i_visible_height % i_n;
- if ((i_j == (p_vout->fmt_out.i_visible_height / i_n) * i_n / 2 + i_n_y) &&
- (p_vout->fmt_out.i_visible_height / i_n != i_n_y))
- i_n_y -= p_vout->fmt_out.i_visible_height % i_n;
-
- for (i_m = i_index_max; i_m < i_index_max + 4; i_m++)
- {
- int i_k = ((i_m % 4) == 1) || ((i_m % 4) == 2);
- int i_l = ((i_m % 4) == 2) || ((i_m % 4) == 3);
-
- Transform(f_p, i_distortion, f_width, f_height, i_i + i_k * i_n_x, i_j + i_l * i_n_y, p_vout->fmt_out.i_visible_width, p_vout->fmt_out.i_visible_height, &d_x, &d_y);
- glTexCoord2f(f_x + d_x, f_y + d_y);
- d_x = - 1.0 + 2.0 * ((double)(i_k * i_n_x + i_i) / (double)p_vout->fmt_out.i_visible_width);
- d_y = 1.0 - 2.0 * (((double)i_l * i_n_y + i_j) / (double)p_vout->fmt_out.i_visible_height);
- glVertex3f((float)d_x, (float)d_y, Z_Compute(f_p, i_distortion, (float)d_x, (float)d_y));
- }
- }
- }
- glEnd();
- }
- else
+ if ((p_sys->i_effect > OPENGL_EFFECT_TRANSPARENT_CUBE) ||
+ ((p_sys->i_effect == OPENGL_EFFECT_NONE)))
+ {
+ unsigned int i_i, i_j;
+ unsigned int i_accuracy = config_GetInt( p_vout, "opengl-accuracy");
+ unsigned int i_n = pow(2, i_accuracy);
+ unsigned int i_n_x = (p_vout->fmt_out.i_visible_width / (i_n * 2));
+ unsigned int i_n_y = (p_vout->fmt_out.i_visible_height / i_n);
+ double d_x, d_y;
+ int i_distortion = p_sys->i_effect;
+ float f_p = p_sys->f_radius;
+
+ glEnable( VLCGL_TARGET );
+ glBegin(GL_QUADS);
+ for (i_i = 0; i_i < p_vout->fmt_out.i_visible_width; i_i += i_n_x)
+ {
+ if ( i_i == i_n_x * i_n / 2) i_n_x += p_vout->fmt_out.i_visible_width % i_n;
+ if ((i_i == (p_vout->fmt_out.i_visible_width / i_n) * i_n / 2 + i_n_x) &&
+ (p_vout->fmt_out.i_visible_width / i_n != i_n_x))
+ i_n_x -= p_vout->fmt_out.i_visible_width % i_n;
+
+ int i_m;
+ int i_index_max = 0;
+
+ for (i_j = 0; i_j < p_vout->fmt_out.i_visible_height; i_j += i_n_y)
+ {
+ if ( i_j == i_n_y * i_n / 2) i_n_y += p_vout->fmt_out.i_visible_height % i_n;
+ if ((i_j == (p_vout->fmt_out.i_visible_height / i_n) * i_n / 2 + i_n_y) &&
+ (p_vout->fmt_out.i_visible_height / i_n != i_n_y))
+ i_n_y -= p_vout->fmt_out.i_visible_height % i_n;
+
+ for (i_m = i_index_max; i_m < i_index_max + 4; i_m++)
+ {
+ int i_k = ((i_m % 4) == 1) || ((i_m % 4) == 2);
+ int i_l = ((i_m % 4) == 2) || ((i_m % 4) == 3);
+
+ Transform( i_distortion, f_width, f_height, i_i + i_k * i_n_x, i_j + i_l * i_n_y, p_vout->fmt_out.i_visible_width, p_vout->fmt_out.i_visible_height, &d_x, &d_y);
+ glTexCoord2f(f_x + d_x, f_y + d_y);
+ d_x = - 1.0 + 2.0 * ((double)(i_k * i_n_x + i_i) / (double)p_vout->fmt_out.i_visible_width);
+ d_y = 1.0 - 2.0 * (((double)i_l * i_n_y + i_j) / (double)p_vout->fmt_out.i_visible_height);
+ glVertex3f((float)d_x, (float)d_y, Z_Compute(f_p, i_distortion, (float)d_x, (float)d_y));
+ }
+ }
+ }
+ glEnd();
+ }
+ else