void setup_opengl( int w, int h )
{
-
+
/* Our shading model--Gouraud (smooth). */
glShadeModel( GL_SMOOTH);
/* Culling. */
*/
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);
// 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 )
/* 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
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);
// }
}