Репозитории ALT
S: | 0.5-alt6.1.qa4 |
5.1: | 0.5-alt6.1 |
4.1: | 0.5-alt5.M41.6 |
4.0: | 0.5-alt4 |
3.0: | 0.5-alt3 |
Группа :: Игры/Аркады
Пакет: glaxium
Главная Изменения Спек Патчи Sources Загрузить Gear Bugs and FR Repocop
Патч: glaxium_0.5_gl.patch
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diff -uNr glaxium_0.5.old/myship.cpp glaxium_0.5/myship.cpp
--- glaxium_0.5.old/myship.cpp 2002-10-13 01:16:16 +0400
+++ glaxium_0.5/myship.cpp 2003-06-10 06:52:48 +0400
@@ -215,64 +215,7 @@
}
- if (GLvar->bNVExtension) {
- list_ = glGenLists(3);
- glNewList(list_,GL_COMPILE);
- {
- glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV,2);
-
- glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_TRUE);
-
- glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_TRUE);
-
- glFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
- glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
-
- glFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
-
- glActiveTextureARB(GL_TEXTURE0_ARB);
- glBindTexture(GL_TEXTURE_2D, GLvar->texture_myship);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTranslatef(.13,0,0);
- glEnable(GL_REGISTER_COMBINERS_NV);
-
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glEnable(GL_TEXTURE_2D);
-
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glBindTexture(GL_TEXTURE_2D, GLvar->texture_galaxy);
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glVertexPointer(3,GL_FLOAT,32,myship_meshes);
- glNormalPointer(GL_FLOAT,32,myship_meshes+3);
- glTexCoordPointer(2,GL_FLOAT,32,myship_meshes+6);
- glDrawArrays(GL_TRIANGLES,0,391*3+2);
-
- glDisable(GL_REGISTER_COMBINERS_NV);
-
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
-
- glActiveTextureARB(GL_TEXTURE0_ARB);
- }
- glEndList();
- } else {
+ {
list_ = glGenLists(4);
glNewList(list_,GL_COMPILE);
{
diff -uNr glaxium_0.5.old/scene.cpp glaxium_0.5/scene.cpp
--- glaxium_0.5.old/scene.cpp 2002-10-10 16:57:58 +0400
+++ glaxium_0.5/scene.cpp 2003-06-10 06:53:58 +0400
@@ -408,338 +408,7 @@
glAlphaFunc(GL_GREATER, .15);
*/
float vertexX,vertexZ, vertexY;
-#if defined( GL_REGISTER_COMBINERS_NV) && defined(GL_VERTEX_PROGRAM_NV)
- if (GLvar->bNVExtension && GLvar->details!=0) {
- glEnable(GL_LIGHTING);
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glEnable(GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE0_ARB);
- glEnable(GL_TEXTURE_2D);
- glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV,halfMul);
- glCombinerParameterfvNV(GL_CONSTANT_COLOR1_NV,halfAdd);
-
-
- if (GLvar->m_nRegisterCombiners>2) {
- glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV,3);
- glCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_B_NV, GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_SECONDARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
- } else {
- glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV,2);
- }
-
- glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_PRIMARY_COLOR_NV, GL_EXPAND_NORMAL_NV, GL_RGB);
- glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
- glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE , GL_TRUE, GL_FALSE, GL_FALSE);
-
-
- glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_SIGNED_IDENTITY_NV, GL_RGB);
- glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_SIGNED_IDENTITY_NV, GL_RGB);
- glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
- glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
-
- glFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_FOG, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
- glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
-
- glFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
-
- glFinalCombinerInputNV(GL_VARIABLE_E_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
-
- glFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
-
-
- glEnable(GL_REGISTER_COMBINERS_NV);
-
- glEnable(GL_VERTEX_PROGRAM_NV);
- glBindProgramNV(GL_VERTEX_PROGRAM_NV, 1);
-
-
-
- for (i=0; i<15; i++) {
- for (int j=-3;j<3;j++) {
-
- texture = aFloor[((i+floorOffset)%15)*6+j+3];
- textureMap = aFloorMap[((i+floorOffset)%15)*6+j+3];
-
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glBindTexture(GL_TEXTURE_2D, GLvar->texture_floorMap[textureMap]);
- glActiveTextureARB(GL_TEXTURE0_ARB);
- glBindTexture(GL_TEXTURE_2D, GLvar->texture_floor[texture]);
-
- glBegin(GL_QUADS);
-
- vertexX = j*3.5;
- vertexZ = (i+1)*5-floorScrollOffset;
- vertexY = 0;
- glTexCoord2f(1,1);
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+3.5;
- vertexZ = (i+1)*5-floorScrollOffset;
- glTexCoord2f(0,1);
- vertexY = 0;
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+3.5;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glTexCoord2f(0,0);
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glTexCoord2f(1,0);
- glVertex3f(vertexX, vertexY , vertexZ);
-
- glEnd();
-
- }
- }
-
-
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glBindTexture(GL_TEXTURE_2D, GLvar->texture_floorMap[1]);
- glActiveTextureARB(GL_TEXTURE0_ARB);
-
-
- glBindTexture(GL_TEXTURE_2D, GLvar->texture_border);
- glBegin(GL_QUADS);
- for (i=0; i<15; i++) {
- int j=-4;
- vertexX = j*3.5+2;
- vertexZ = (i+1)*5-floorScrollOffset;
- vertexY = 0;
- glTexCoord2f(.5,1);
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+3.5;
- vertexZ = (i+1)*5-floorScrollOffset;
- glTexCoord2f(.99,1);
- vertexY = 0;
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+3.5;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glTexCoord2f(.99,0);
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+2;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glTexCoord2f(0.5,0);
- glVertex3f(vertexX, vertexY , vertexZ);
-
-
- j=3 ;
- vertexX = j*3.5;
- vertexZ = (i+1)*5-floorScrollOffset;
- vertexY = 0;
- glTexCoord2f(.99,1);
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+2;
- vertexZ = (i+1)*5-floorScrollOffset;
- glTexCoord2f(0.5,1);
- vertexY = 0;
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+2;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glTexCoord2f(0.5,0);
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glTexCoord2f(.99,0);
- glVertex3f(vertexX, vertexY , vertexZ);
-
-
- }
- glEnd();
-
-
-
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_VERTEX_PROGRAM_NV);
- glDisable(GL_REGISTER_COMBINERS_NV);
- glActiveTextureARB(GL_TEXTURE0_ARB);
-
- } else
-#endif
- if (GLvar->bEXTEnvDot3 && GLvar->details!=0) {
- static float interpolateCoef[] = { .55,.55,.55,.55 };
- int oldFloor = 0;
- int oldFloorMap = 0;
-
- glDisable(GL_LIGHTING);
- glActiveTextureARB(GL_TEXTURE0_ARB);
- glEnable(GL_TEXTURE_2D);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
- glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_DOT3_RGB_EXT);
- glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
- glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
-
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, interpolateCoef);
- glEnable(GL_TEXTURE_2D);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
- glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_INTERPOLATE_EXT);
- glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
- glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
- glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_CONSTANT_EXT);
- glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
- glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
-
-
- for (i=0; i<15; i++) {
- for (int j=-3;j<3;j++) {
-
- texture = aFloor[((i+floorOffset)%15)*6+j+3];
- textureMap = aFloorMap[((i+floorOffset)%15)*6+j+3];
-
- if (GLvar->texture_floorMap[textureMap]!=oldFloorMap) {
- oldFloorMap = GLvar->texture_floorMap[textureMap];
- glActiveTextureARB(GL_TEXTURE0_ARB);
- glBindTexture(GL_TEXTURE_2D, oldFloorMap);
- }
-
- if (GLvar->texture_floorMap[texture]!=oldFloor) {
- oldFloor = GLvar->texture_floor[texture];
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glBindTexture(GL_TEXTURE_2D, oldFloor);
- }
-
-
- glBegin(GL_QUADS);
-
- vertexX = j*3.5;
- vertexZ = (i+1)*5-floorScrollOffset;
- vertexY = 0;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,1);
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+3.5;
- vertexZ = (i+1)*5-floorScrollOffset;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,1);
- vertexY = 0;
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+3.5;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,0);
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
-
- glEnd();
- }
- }
-
- glActiveTextureARB(GL_TEXTURE0_ARB);
- glBindTexture(GL_TEXTURE_2D, GLvar->texture_floorMap[1]);
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glBindTexture(GL_TEXTURE_2D, GLvar->texture_border);
-
- glBegin(GL_QUADS);
- for (i=0; i<15; i++) {
- int j=-4;
- vertexX = j*3.5+2;
- vertexZ = (i+1)*5-floorScrollOffset;
- vertexY = 0;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,.5,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,.5,1);
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+3.5;
- vertexZ = (i+1)*5-floorScrollOffset;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0.99,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0.99,1);
- vertexY = 0;
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+3.5;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0.99,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0.99,0);
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+2;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,.5,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,.5,0);
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
-
-
- j=3 ;
- vertexX = j*3.5;
- vertexZ = (i+1)*5-floorScrollOffset;
- vertexY = 0;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0.99,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0.99,1);
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+2;
- vertexZ = (i+1)*5-floorScrollOffset;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,.5,1);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,.5,1);
- vertexY = 0;
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5+2;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,.5,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,.5,0);
- glTexCoord2f(0.5,0);
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
-
- vertexX = j*3.5;
- vertexZ = i*5-floorScrollOffset;
- vertexY = 0;
- glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0.99,0);
- glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0.99,0);
- glColor3fv(getDirection(vertexX, vertexY, vertexZ));
- glVertex3f(vertexX, vertexY , vertexZ);
- }
- glEnd();
-
-
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glDisable(GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE0_ARB);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- } else {
+ {
// BASIC OPENGL RENDERING
@@ -1500,59 +1169,6 @@
glMultiTexCoord2fARB=(PFNGLMULTITEXCOORD2FARBPROC)wglGetProcAddress("glMultiTexCoord2fARB");
#endif
-#if defined( GL_REGISTER_COMBINERS_NV) && defined(GL_VERTEX_PROGRAM_NV)
- if (GLvar->bNVExtension) {
-#ifdef WIN32
- glCombinerParameteriNV=(PFNGLCOMBINERPARAMETERINVPROC)wglGetProcAddress("glCombinerParameteriNV");
- glCombinerInputNV=(PFNGLCOMBINERINPUTNVPROC)wglGetProcAddress("glCombinerInputNV");
- glCombinerOutputNV=(PFNGLCOMBINEROUTPUTNVPROC)wglGetProcAddress("glCombinerOutputNV");
- glFinalCombinerInputNV=(PFNGLFINALCOMBINERINPUTNVPROC)wglGetProcAddress("glFinalCombinerInputNV");
- glCombinerParameterfvNV=(PFNGLCOMBINERPARAMETERFVNVPROC)wglGetProcAddress("glCombinerParameterfvNV");
- glLoadProgramNV=(PFNGLLOADPROGRAMNVPROC )wglGetProcAddress("glLoadProgramNV");
- glBindProgramNV=(PFNGLBINDPROGRAMNVPROC)wglGetProcAddress("glBindProgramNV");
- glTrackMatrixNV=(PFNGLTRACKMATRIXNVPROC)wglGetProcAddress("glTrackMatrixNV");
- glProgramParameter4fNV=(PFNGLPROGRAMPARAMETER4FNVPROC)wglGetProcAddress("glProgramParameter4fNV");
-#else
- glCombinerParameteriNV=(PFNGLCOMBINERPARAMETERINVPROC)glXGetProcAddressARB((const GLubyte *)"glCombinerParameteriNV");
- glCombinerInputNV=(PFNGLCOMBINERINPUTNVPROC)glXGetProcAddressARB((const GLubyte *)"glCombinerInputNV");
- glCombinerOutputNV=(PFNGLCOMBINEROUTPUTNVPROC)glXGetProcAddressARB((const GLubyte *)"glCombinerOutputNV");
- glFinalCombinerInputNV=(PFNGLFINALCOMBINERINPUTNVPROC)glXGetProcAddressARB((const GLubyte *)"glFinalCombinerInputNV");
- glCombinerParameterfvNV=(PFNGLCOMBINERPARAMETERFVNVPROC)glXGetProcAddressARB((const GLubyte *)"glCombinerParameterfvNV");
- glLoadProgramNV=(PFNGLLOADPROGRAMNVPROC )glXGetProcAddressARB((const GLubyte *)"glLoadProgramNV");
- glBindProgramNV=(PFNGLBINDPROGRAMNVPROC)glXGetProcAddressARB((const GLubyte *)"glBindProgramNV");
- glTrackMatrixNV=(PFNGLTRACKMATRIXNVPROC)glXGetProcAddressARB((const GLubyte *)"glTrackMatrixNV");
- glProgramParameter4fNV=(PFNGLPROGRAMPARAMETER4FNVPROC)glXGetProcAddressARB((const GLubyte *)"glProgramParameter4fNV");
-#endif
- // enabled in when required
- glDisable(GL_VERTEX_PROGRAM_NV);
- //Now we enable VERTEX PROGRAMS. And Load it up.
- glBindProgramNV(GL_VERTEX_PROGRAM_NV, 1);
- glLoadProgramNV(GL_VERTEX_PROGRAM_NV, 1, strlen((char * ) floorShader), floorShader);
-
- //Load the Projection matrix into Vector Registers c[0]...
- glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
- glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 4, GL_MODELVIEW, GL_INVERSE_TRANSPOSE_NV);
- //Load the Light position into Vector Register c[8].
- // glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 8, posX, 2 , posZ, 1); // Light direction
- glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 8, 0, 10 , 20, 1); // Light direction
- // c[9].x : lumiere vaisseau
- // FOG = dist * c[9].z + / c[9].y
- // linear near = 40; far = 70;
- // c[9].y : -40
- // c[9].z : 1/(fog far- fog near) = 1/30 =
- // c[9].w : ambiant floor color (c[9].w,c[9].w,c[9].w);
- glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 9, 3, -40 , 0.0333333, .25); // Constant
- // c[10]
- glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 10, .5, 0.5 , .5, 1); // Constant for bump map...
- // c[11] : camera position
- glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 11, 1,1,1,1);
- // c[12] : fog for secondary color
- glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 12, -.2
- , 0, 0, 0);
-
-
- }
-#endif
}
/*
diff -uNr glaxium_0.5.old/variables.cpp glaxium_0.5/variables.cpp
--- glaxium_0.5.old/variables.cpp 2002-10-18 01:53:00 +0400
+++ glaxium_0.5/variables.cpp 2003-06-10 06:49:12 +0400
@@ -169,8 +169,8 @@
rotateMyShip=0.0f;
delay =0;
bShadows=true;
- bNVExtension = isExtensionSupported("GL_NV_register_combiners") && isExtensionSupported("GL_NV_vertex_program");
- bEXTEnvDot3 = isExtensionSupported("GL_EXT_texture_env_dot3")&& isExtensionSupported("GL_EXT_texture_env_combine");
+ bNVExtension = false;
+ bEXTEnvDot3 = false;
bARBCubeMap = isExtensionSupported("GL_ARB_texture_cube_map");
details = 0;
// Number of teture unit