diff options
| author | Steven Fuller <relnev@icculus.org> | 2001-08-14 05:54:22 +0000 |
|---|---|---|
| committer | Patryk Obara <dreamer.tan@gmail.com> | 2019-08-20 02:22:36 +0200 |
| commit | 7460e9acd0747d44d5eafdb9bf61dc02db87e4e4 (patch) | |
| tree | 98185237ed0937a06b02de6b3344d4115a3cda34 /src/main.c | |
| parent | 4e94ccc65f9a5b0574683bf3d9b2b8217b8928cb (diff) | |
Implemented sky drawing and a few other routines (cloaked polygon,
rectangle, etc).
Worked around a V5 DRI issue(?) by breaking up some drawing into triangles.
Diffstat (limited to 'src/main.c')
| -rw-r--r-- | src/main.c | 23 |
1 files changed, 13 insertions, 10 deletions
@@ -44,6 +44,8 @@ extern int NormalFrameTime; static SDL_Surface *surface; +/* ** */ + void DirectReadKeyboard() { } @@ -56,6 +58,8 @@ void ReadJoysticks() { } +/* ** */ + PROCESSORTYPES ReadProcessorType() { return PType_PentiumMMX; @@ -104,6 +108,10 @@ int InitialiseWindowsSystem() glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT, GL_FILL); + glPolygonMode(GL_BACK, GL_FILL); + glDisable(GL_CULL_FACE); + /* glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); */ @@ -483,16 +491,11 @@ void FlipBuffers() void ThisFramesRenderingHasBegun() { -/* fprintf(stderr, "ThisFramesRenderingHasBegun()\n"); */ - -/* TODO: this should be in D3D_DrawBackdrop */ - glClear(GL_COLOR_BUFFER_BIT); +/* sets scene defaults */ } void ThisFramesRenderingHasFinished() { -/* fprintf(stderr, "ThisFramesRenderingHasFinished()\n"); */ - /* This is where the queued drawing commands' execution takes place */ LightBlockDeallocation(); @@ -569,13 +572,13 @@ int main(int argc, char *argv[]) // AvP.PlayerType = I_Alien; // SetLevelToLoad(AVP_ENVIRONMENT_FERARCO); /* starting alien level */ - AvP.PlayerType = I_Marine; +// AvP.PlayerType = I_Marine; // SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */ -// AvP.PlayerType = I_Predator; -// SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */ + AvP.PlayerType = I_Predator; + SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */ - SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */ +// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */ // SetLevelToLoad(AVP_ENVIRONMENT_E3DEMOSP); /* demo level */ |
