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From http://www.jwz.org/xscreensaver/xscreensaver-5.20.tar.gz
[xscreensaver]
/
hacks
/
glx
/
mirrorblob.c
diff --git
a/hacks/glx/mirrorblob.c
b/hacks/glx/mirrorblob.c
index d6fbdc1c8234a643d5655213add3f86b05792e88..6daa372f71fd0d46fadf6f94560f8b707d9bf8f1 100644
(file)
--- a/
hacks/glx/mirrorblob.c
+++ b/
hacks/glx/mirrorblob.c
@@
-246,7
+246,7
@@
typedef struct
#define PMM { sqrt_3, -sqrt_3, -sqrt_3 } /* +X, -Y, -Z */
/* Structure describing a tetrahedron */
#define PMM { sqrt_3, -sqrt_3, -sqrt_3 } /* +X, -Y, -Z */
/* Structure describing a tetrahedron */
-Vector3D tetrahedron[4][3] = {
+
static
Vector3D tetrahedron[4][3] = {
{PPP, MMP, MPM},
{PMM, MPM, MMP},
{PPP, MPM, PMM},
{PPP, MMP, MPM},
{PMM, MPM, MMP},
{PPP, MPM, PMM},
@@
-257,7
+257,7
@@
Vector3D tetrahedron[4][3] = {
* Static blob data
*****************************************************************************/
* Static blob data
*****************************************************************************/
-const Vector3D zero_vector = { 0.0, 0.0, 0.0 };
+
static
const Vector3D zero_vector = { 0.0, 0.0, 0.0 };
/* Use 2 textures to allow a gradual fade between images */
#define NUM_TEXTURES 2
/* Use 2 textures to allow a gradual fade between images */
#define NUM_TEXTURES 2
@@
-605,6
+605,10
@@
grab_texture(ModeInfo *mi, int texture_index)
static void
set_parameters(void)
{
static void
set_parameters(void)
{
+# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
+ wireframe = 0;
+# endif
+
/* In wire frame mode do not draw a texture */
if (wireframe)
{
/* In wire frame mode do not draw a texture */
if (wireframe)
{
@@
-1412,12
+1416,12
@@
draw_blob (mirrorblobstruct *gp)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
+ glRotatef(current_device_rotation(), 0, 0, 1);
/* Move down the z-axis. */
glTranslatef (0.0, 0.0, -4.0);
gltrackball_rotate (gp->trackball);
/* Move down the z-axis. */
glTranslatef (0.0, 0.0, -4.0);
gltrackball_rotate (gp->trackball);
- glRotatef(current_device_rotation(), 0, 0, 1);
/* glColor4ub (255, 0, 0, 128); */
glBegin(GL_TRIANGLES);
/* glColor4ub (255, 0, 0, 128); */
glBegin(GL_TRIANGLES);