* implied warranty.
*/
-#include "dropshadow.h"
+#ifdef HAVE_CONFIG_H
+# include "config.h"
+#endif /* HAVE_CONFIG_H */
#include <stdlib.h>
-#ifdef HAVE_COCOA
-# include <OpenGL/gl.h>
-# include <OpenGL/glu.h>
-#else /* !HAVE_COCOA -- real Xlib */
-# include <GL/gl.h>
-# include <GL/glu.h>
-#endif /* !HAVE_COCOA */
+#include "dropshadow.h"
/* (Alpha) texture data for drop shadow.
*/
if (t <= 0) abort();
glBindTexture (GL_TEXTURE_2D, t);
+#if 0
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gluBuild2DMipmaps (GL_TEXTURE_2D, GL_ALPHA,
drop_shadow_width, drop_shadow_height,
GL_ALPHA, GL_UNSIGNED_BYTE,
drop_shadow_data);
+#else
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_ALPHA,
+ drop_shadow_width, drop_shadow_height, 0,
+ GL_ALPHA, GL_UNSIGNED_BYTE,
+ drop_shadow_data);
+#endif
return t;
}
const GLfloat bi = y, bo = bi - r;
const GLfloat ti = y + h, to = ti + r;
- glPushAttrib(GL_COLOR_BUFFER_BIT | GL_TEXTURE_BIT);
-
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexCoord2f (0.0, 0.5); glVertex3f (lo, ti, z);
glEnd();
-
- glPopAttrib();
}