X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=hacks%2Fglx%2Fatlantis.c;h=b62d50d381e0eedbb91cad20f5daa80442e3edba;hb=a94197e76a5dea5cb60542840809d6c20d0abbf3;hp=9f07ddbd17b9a5c0df25b241417a2e106cdee280;hpb=3c58fb6311db49c46f1670922933b27c6ea0c065;p=xscreensaver diff --git a/hacks/glx/atlantis.c b/hacks/glx/atlantis.c index 9f07ddbd..b62d50d3 100644 --- a/hacks/glx/atlantis.c +++ b/hacks/glx/atlantis.c @@ -174,8 +174,10 @@ ModStruct atlantis_description = static atlantisstruct *atlantis = NULL; #include "xpm-ximage.h" + #include "../images/sea-texture.xpm" + static void parse_image_data(ModeInfo *mi) { @@ -340,6 +342,17 @@ reshape_atlantis(ModeInfo * mi, int width, int height) } +/* jwz -- this doesn't really work very well. + + All I want to do is give the tank a gradient-filled background, instead + of just solid blue. The following was my guess as to how to do this, + but it kills my frame rate. I guess there's a more efficient way to do + this, but I don't see it... + + I mean, all I want to do is dump some non-projected bytes into the color + buffer, then zero out the depth buffer. That *can't* be expensive, can + it? + */ static void clear_tank (atlantisstruct * ap) {