ftp://ftp.krokus.ru/pub/OpenBSD/distfiles/xscreensaver-4.22.tar.gz
[xscreensaver] / hacks / glx / b_draw.c
index 0986156df04b722164eb54ac4b8c60951a520932..36b5d73b45528dd2e4141fc00806891536d96d8d 100644 (file)
@@ -62,54 +62,31 @@ glb_draw_init(void)
                     glb_config.bg_colour[1],
                     glb_config.bg_colour[2],
                     glb_config.bg_colour[3]);
-#if 0
+
        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, glb_config.bubble_colour);
-#else
-       {
-               /* 
-                * E. Lassauge - 98/06/29
-                * Yeahh, cool ! Now that I know how to have random colors I 
-                * patch this pretty beautiful mode too !!
-                */
-               GLfloat     fred, fgreen, fblue;
-               GLfloat     params[4];
-
-               fred = ((float) (NRAND(100)) / 100.0);
-               fgreen = ((float) (NRAND(100)) / 100.0);
-               /* I keep more blue */
-               fblue = ((float) (NRAND(50)) / 100.0) + 0.50;
-
-               params[0] = fred;
-               params[1] = fgreen;
-               params[2] = fblue;
-               /* For the moment don't play with ALPHA channel */
-               params[3] = glb_config.bubble_colour[3];
-               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, params);
-       }
-#endif
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
        glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission);
        glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
 
-#if GLB_USE_BLENDING
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-#endif
+        if (glb_config.transparent_p)
+          glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);
        glEnable(GL_LIGHT1);
        glEnable(GL_LIGHT2);
-#if GLB_USE_BLENDING
-       glEnable(GL_BLEND);
-#else
-       glEnable(GL_DEPTH_TEST);
-#endif
+
+        if (glb_config.transparent_p)
+          glEnable(GL_BLEND);
+        else
+          glEnable(GL_DEPTH_TEST);
+
        glEnable(GL_AUTO_NORMAL);
        glEnable(GL_NORMALIZE);
 
-#if GLB_USE_BLENDING
-       glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
-#endif
+        if (glb_config.transparent_p)
+          glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
        glLightfv(GL_LIGHT0, GL_POSITION, light_position[0]);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse[0]);