diff options
| author | Simon Robertshaw <simon@hardwired.org.uk> | 2011-10-25 08:17:11 (GMT) |
|---|---|---|
| committer | Simon Robertshaw <simon@hardwired.org.uk> | 2011-10-25 08:17:11 (GMT) |
| commit | f01056ee0249ad01ed24824aea39f05083110cd6 (patch) | |
| tree | 12c9c50c8f1b4354cb7fdce696fc30fe40d40c0b /src/graphics.c | |
| parent | 506ab6ea0ea88c14a279ef31b715d2e8e1e7f358 (diff) | |
| download | powder-f01056ee0249ad01ed24824aea39f05083110cd6.zip powder-f01056ee0249ad01ed24824aea39f05083110cd6.tar.gz | |
Spark graphics change and disable lensing for non-fancy displays
Diffstat (limited to 'src/graphics.c')
| -rw-r--r-- | src/graphics.c | 40 |
1 files changed, 24 insertions, 16 deletions
diff --git a/src/graphics.c b/src/graphics.c index ffcf385..bd8eb17 100644 --- a/src/graphics.c +++ b/src/graphics.c @@ -2351,21 +2351,28 @@ void render_parts(pixel *vid) //Drawing the FBO onto the screen sounds like a cool idea now glEnable( GL_TEXTURE_2D ); - glUseProgram(lensProg); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, partsFboTex); - glUniform1i(glGetUniformLocation(lensProg, "pTex"), 0); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, partsTFX); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_RED, GL_FLOAT, gravxf); - glUniform1i(glGetUniformLocation(lensProg, "tfX"), 1); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, partsTFY); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_GREEN, GL_FLOAT, gravyf); - glUniform1i(glGetUniformLocation(lensProg, "tfY"), 2); - glActiveTexture(GL_TEXTURE0); - //glUniform1f(glGetUniformLocation(lensProg, "xres"), (float)XRES); - //glUniform1f(glGetUniformLocation(lensProg, "yres"), (float)YRES); + if(cmode==CM_FANCY) + { + glUseProgram(lensProg); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, partsFboTex); + glUniform1i(glGetUniformLocation(lensProg, "pTex"), 0); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, partsTFX); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_RED, GL_FLOAT, gravxf); + glUniform1i(glGetUniformLocation(lensProg, "tfX"), 1); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, partsTFY); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_GREEN, GL_FLOAT, gravyf); + glUniform1i(glGetUniformLocation(lensProg, "tfY"), 2); + glActiveTexture(GL_TEXTURE0); + //glUniform1f(glGetUniformLocation(lensProg, "xres"), (float)XRES); + //glUniform1f(glGetUniformLocation(lensProg, "yres"), (float)YRES); + } + else + { + glBindTexture(GL_TEXTURE_2D, partsFboTex); + } glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); @@ -2379,7 +2386,8 @@ void render_parts(pixel *vid) glVertex3f(XRES*sdl_scale, 0, 1.0); glEnd(); - glUseProgram(0); + if(cmode==CM_FANCY) + glUseProgram(0); glDisable( GL_TEXTURE_2D ); //Reset coords/offset |
