#define countof(x) (sizeof((x))/sizeof((*x)))
#define DEF_LIGHT "True"
-#define DEF_WIRE "False"
+#define DEF_WIRE "False"
#define DEF_TEXTURE "True"
static Bool do_light;
GLfloat light_position[] = {0.0, 0.0, 1.0, 0.0};
GLfloat fogColor[4] = {0.8, 0.8, 0.8, 1.0};
- glClearColor(0, 0, 0, 0);
if (do_texture)
{
glGenTextures(MAX_TEXTURE, sa->texture);
LoadTexture(mi, texture5,5);
glEnable(GL_TEXTURE_2D);
}
- sa->ts = InitTunnel();
+ sa->ts = atunnel_InitTunnel();
/* Set lighting parameters */
if (do_light)
glEnable(GL_LIGHTING);
}
+
+# ifdef HAVE_JWZGLES /* #### glPolygonMode other than GL_FILL unimplemented */
+ do_wire = 0;
+# endif
+
if (do_wire) {
glDisable(GL_NORMALIZE);
glDisable(GL_CULL_FACE);
glLoadIdentity();
- DrawTunnel(sa->ts, do_texture, do_light, sa->texture);
- SplashScreen(sa->ts, do_wire, do_texture, do_light);
+ atunnel_DrawTunnel(sa->ts, do_texture, do_light, sa->texture);
+ atunnel_SplashScreen(sa->ts, do_wire, do_texture, do_light);
glFlush();
/* manage framerate display */
/* all sorts of nice cleanup code should go here! */
ENTRYPOINT void release_atunnel(ModeInfo * mi)
{
+#if 0
int screen;
if (Atunnel != NULL) {
for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
Atunnel = NULL;
}
FreeAllGL(mi);
+#endif
}
XSCREENSAVER_MODULE ("Atunnel", atunnel)