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From http://www.jwz.org/xscreensaver/xscreensaver-5.17.tar.gz
[xscreensaver]
/
hacks
/
glx
/
lavalite.c
diff --git
a/hacks/glx/lavalite.c
b/hacks/glx/lavalite.c
index ce614a6aa8a0d391e7978166c2e9151a6b3b3acd..f80847f9ac35ea415e8e8a932f3d1c7461cad9c9 100644
(file)
--- a/
hacks/glx/lavalite.c
+++ b/
hacks/glx/lavalite.c
@@
-611,7
+611,6
@@
generate_bottle (ModeInfo *mi)
int wire = MI_IS_WIREFRAME(mi);
int faces = resolution * 1.5;
Bool smooth = do_smooth;
int wire = MI_IS_WIREFRAME(mi);
int faces = resolution * 1.5;
Bool smooth = do_smooth;
- Bool have_texture = False;
const lamp_geometry *top_slice = bp->model;
const char *current_texture = 0;
const lamp_geometry *top_slice = bp->model;
const char *current_texture = 0;
@@
-660,11
+659,10
@@
generate_bottle (ModeInfo *mi)
break;
}
break;
}
- have_texture = False;
if (!wire && texture && texture != current_texture)
{
current_texture = texture;
if (!wire && texture && texture != current_texture)
{
current_texture = texture;
-
have_texture =
load_texture (mi, current_texture);
+ load_texture (mi, current_texture);
}
/* Color the discs darker than the tube walls. */
}
/* Color the discs darker than the tube walls. */
@@
-736,7
+734,7
@@
generate_bottle (ModeInfo *mi)
}
}
-
have_texture = !wire &&
load_texture (mi, table_tex);
+
if (!wire)
load_texture (mi, table_tex);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, table_color);
bp->bottle_poly_count += draw_table (top_slice->elevation, wire);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, table_color);
bp->bottle_poly_count += draw_table (top_slice->elevation, wire);
@@
-1260,7
+1258,9
@@
lavalite_handle_event (ModeInfo *mi, XEvent *event)
}
else if (event->xany.type == ButtonPress &&
(event->xbutton.button == Button4 ||
}
else if (event->xany.type == ButtonPress &&
(event->xbutton.button == Button4 ||
- event->xbutton.button == Button5))
+ event->xbutton.button == Button5 ||
+ event->xbutton.button == Button6 ||
+ event->xbutton.button == Button7))
{
gltrackball_mousewheel (bp->trackball, event->xbutton.button, 5,
!!event->xbutton.state);
{
gltrackball_mousewheel (bp->trackball, event->xbutton.button, 5,
!!event->xbutton.state);
@@
-1309,8
+1309,6
@@
init_lavalite (ModeInfo *mi)
fprintf(stderr, "%s: out of memory\n", progname);
exit(1);
}
fprintf(stderr, "%s: out of memory\n", progname);
exit(1);
}
-
- bp = &bps[MI_SCREEN(mi)];
}
bp = &bps[MI_SCREEN(mi)];
}
bp = &bps[MI_SCREEN(mi)];
@@
-1411,7
+1409,7
@@
init_lavalite (ModeInfo *mi)
gltrackball_track (bp->trackball, 50, 5, 100, 100);
/* Oh, but if it's the "Giant" model, tilt the scene away: make it
gltrackball_track (bp->trackball, 50, 5, 100, 100);
/* Oh, but if it's the "Giant" model, tilt the scene away: make it
- look like we're looking up at it instead of
od
wn at it! */
+ look like we're looking up at it instead of
do
wn at it! */
if (bp->style == GIANT)
gltrackball_track (bp->trackball, 50, -12, 100, 100);
else if (bp->style == ROCKET) /* same for rocket, but not as much */
if (bp->style == GIANT)
gltrackball_track (bp->trackball, 50, -12, 100, 100);
else if (bp->style == ROCKET) /* same for rocket, but not as much */
@@
-1516,6
+1514,7
@@
draw_lavalite (ModeInfo *mi)
#endif /* 0 */
glLoadIdentity();
#endif /* 0 */
glLoadIdentity();
+ glRotatef(current_device_rotation(), 0, 0, 1);
gluLookAt ((cx - 0.5) * 8, /* Position the camera */
(cy - 0.5) * 8,
gluLookAt ((cx - 0.5) * 8, /* Position the camera */
(cy - 0.5) * 8,
@@
-1525,7
+1524,6
@@
draw_lavalite (ModeInfo *mi)
gltrackball_rotate (bp->trackball); /* Apply mouse-based camera position */
gltrackball_rotate (bp->trackball); /* Apply mouse-based camera position */
-
/* Place the lights relative to the object, before the object has
been rotated or wandered within the scene. */
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
/* Place the lights relative to the object, before the object has
been rotated or wandered within the scene. */
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);