rotator *rot;
trackball_state *trackball;
Bool button_down_p;
+# ifdef HAVE_GLBITMAP
XFontStruct *xfont;
GLuint font_dlist;
+# else
+ texture_font_data *font_data;
+# endif
char *engine_name;
int engineType;
int movepaused;
float f;
f = ONEREV / (M_PI * 2);
- for (i = 0 ; i <= TWOREV ; i++) {
+ for (i = 0 ; i < TWOREV ; i++) {
e->sin_table[i] = sin(i/f);
}
- for (i = 0 ; i <= TWOREV ; i++) {
+ for (i = 0 ; i < TWOREV ; i++) {
e->cos_table[i] = cos(i/f);
}
- for (i = 0 ; i <= TWOREV ; i++) {
+ for (i = 0 ; i < TWOREV ; i++) {
e->tan_table[i] = tan(i/f);
}
}
int b = 0; /* previous */
int angle, norm, step, sangle;
float z1, y1, z2, y2, ex=0;
- float y3, z3;
- float Z1, Y1, Z2, Y2, xl, Y3, Z3;
+ float Z1, Y1, Z2, Y2, xl;
GLfloat y2c[TWOREV], z2c[TWOREV];
- GLfloat ony, onz; /* previous normals */
int nsegs, tube = 0;
glPushMatrix();
nsegs += 1;
sangle = sang;
angle = eang;
- ony = onz = 0;
z1 = e->cos_table[sangle]*outer+z; y1 = e->sin_table[sangle] * outer+y;
Z1 = e->cos_table[sangle] * inner+z; Y1 = e->sin_table[sangle]*inner+y ;
Z2 = z;
for (a = sangle ; a <= angle || b <= angle ; a+= step) {
y2=outer*(float)e->sin_table[a]+y;
z2=outer*(float)e->cos_table[a]+z;
- y3=outer*(float)e->sin_table[a+step]+y;
- z3=outer*(float)e->cos_table[a+step]+z;
if (endcaps)
y2c[a] = y2; z2c[a] = z2; /* cache for later */
if (tube) {
Y2=inner*(float)e->sin_table[a]+y;
Z2=inner*(float)e->cos_table[a]+z;
- Y3=inner*(float)e->sin_table[a+step]+y;
- Z3=inner*(float)e->cos_table[a+step]+z;
}
glNormal3f(0, y1, z1);
glVertex3f(x,y1,z1);
glLightfv(GL_LIGHT1, GL_POSITION, e->boom_lpos);
glLightfv(GL_LIGHT1, GL_DIFFUSE, e->boom_red);
glLightfv(GL_LIGHT1, GL_SPECULAR, e->boom_red);
- glLighti(GL_LIGHT1, GL_LINEAR_ATTENUATION, 1.3);
+ glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 1.3);
glLighti(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, e->boom_red);
e->lookat[0], e->lookat[1], e->lookat[2],
0.0, 1.0, 0.0);
glPushMatrix();
+
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_sp);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_sp);
get_position (e->rot, &x, &y, &z, !e->button_down_p);
glTranslatef(x*16-9, y*14-7, z*16-10);
}
+
if (spin) {
double x, y, z;
+
+ /* Do it twice because we don't track the device's orientation. */
+ glRotatef( current_device_rotation(), 0, 0, 1);
gltrackball_rotate (e->trackball);
+ glRotatef(-current_device_rotation(), 0, 0, 1);
+
get_rotation(e->rot, &x, &y, &z, !e->button_down_p);
glRotatef(x*ONEREV, 1.0, 0.0, 0.0);
glRotatef(y*ONEREV, 0.0, 1.0, 0.0);
} else {
MI_CLEARWINDOW(mi);
}
- glClearColor(0.0,0.0,0.0,0.0);
glShadeModel(GL_SMOOTH);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glEnable(GL_DEPTH_TEST);
e->shaft_polys = makeshaft(e);
e->piston_polys = makepiston(e);
+
+#ifdef HAVE_GLBITMAP
load_font (mi->dpy, "titleFont", &e->xfont, &e->font_dlist);
+#else
+ e->font_data = load_texture_font (mi->dpy, "Font");
+#endif
}
ENTRYPOINT Bool
mi->polygon_count = display(e);
+ glColor3f (1, 1, 0);
if (do_titles)
- print_gl_string (mi->dpy, e->xfont, e->font_dlist,
+ print_gl_string (mi->dpy,
+# ifdef HAVE_GLBITMAP
+ e->xfont, e->font_dlist,
+# else
+ e->font_data,
+# endif
mi->xgwa.width, mi->xgwa.height,
10, mi->xgwa.height - 10,
e->engine_name, False);