Репозиторий Sisyphus
Последнее обновление: 1 октября 2023 | Пакетов: 18631 | Посещений: 37733331
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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
www.altlinux.org/Changes

Группа :: Игры/Аркады
Пакет: glaxium

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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
 
дизайн и разработка: Vladimir Lettiev aka crux © 2004-2005, Andrew Avramenko aka liks © 2007-2008
текущий майнтейнер: Michael Shigorin