static atlantisstruct *atlantis = NULL;
#include "xpm-ximage.h"
+
#include "../images/sea-texture.xpm"
+
static void
parse_image_data(ModeInfo *mi)
{
}
+/* 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)
{
i = 0;
while (i < size)
{
- pixels[i++] = 0;
- pixels[i++] = (start + (i>>2)) * 0.56;
- pixels[i++] = (start + (i>>2));
- pixels[i++] = 255;
+ pixels[i] = 0; i++;
+ pixels[i] = (start + (i>>2)) * 0.56; i++;
+ pixels[i] = (start + (i>>2)); i++;
+ pixels[i] = 255; i++;
}
clear_gl_error();