- XImage *ximage;
- int status;
-
- if (MI_IS_WIREFRAME(modeinfo))
- return;
-
- ximage = screen_to_ximage (modeinfo->xgwa.screen, modeinfo->window, NULL);
-
- qw = QW; qh = QH;
- tw = modeinfo->xgwa.width;
- th = modeinfo->xgwa.height;
-
-#if 0 /* jwz: this makes the image start off the bottom right of the screen */
- qx += (qw*tw/winw);
- qy -= (qh*th/winh);
-#endif
-
- qw *= (GLfloat)tw/winw;
- qh *= (GLfloat)th/winh;
-
- max_tx = (GLfloat) tw / (GLfloat) ximage->width;
- max_ty = (GLfloat) th / (GLfloat) ximage->height;
-
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_LINEAR_MIPMAP_LINEAR);
+ Screenflip *c = (Screenflip *) closure;
+
+ c->tw = texture_width;
+ c->th = texture_height;
+ c->min_tx = (GLfloat) geometry->x / c->tw;
+ c->min_ty = (GLfloat) geometry->y / c->th;
+ c->max_tx = (GLfloat) (geometry->x + geometry->width) / c->tw;
+ c->max_ty = (GLfloat) (geometry->y + geometry->height) / c->th;
+
+ c->qx = -QW/2 + ((GLfloat) geometry->x * QW / image_width);
+ c->qy = QH/2 - ((GLfloat) geometry->y * QH / image_height);
+ c->qw = QW * ((GLfloat) geometry->width / image_width);
+ c->qh = QH * ((GLfloat) geometry->height / image_height);
+
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ (c->mipmap_p ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
+
+ if (c->anisotropic >= 1.0)
+ glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ c->anisotropic);
+
+ c->waiting_for_image_p = False;
+ c->first_image_p = False;
+}