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authorSteven Fuller <relnev@icculus.org>2001-08-14 05:54:22 +0000
committerPatryk Obara <dreamer.tan@gmail.com>2019-08-20 02:22:36 +0200
commit7460e9acd0747d44d5eafdb9bf61dc02db87e4e4 (patch)
tree98185237ed0937a06b02de6b3344d4115a3cda34 /src/main.c
parent4e94ccc65f9a5b0574683bf3d9b2b8217b8928cb (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.c23
1 files changed, 13 insertions, 10 deletions
diff --git a/src/main.c b/src/main.c
index 3bcf906..8659bfe 100644
--- a/src/main.c
+++ b/src/main.c
@@ -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 */