glGenTextures (1, &bp->texture);
glBindTexture (GL_TEXTURE_2D, bp->texture);
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 128, 128, 0,
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ bp->tex_w, bp->tex_h, 0,
GL_RGBA,
/* GL_UNSIGNED_BYTE, */
GL_UNSIGNED_INT_8_8_8_8_REV,
bp->tex_data);
+ check_gl_error ("texture generation");
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glBindTexture (GL_TEXTURE_2D, bp->texture);
glCopyTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0,
bp->tex_w, bp->tex_h, 0);
- check_gl_error ("texture");
+ check_gl_error ("texture2D");
glViewport (0, 0, MI_WIDTH(mi), MI_HEIGHT(mi));
}
GLfloat alpha_inc; /* transparency fade factor */
GLfloat alpha = 0.2; /* initial transparency */
- glDisable (GL_TEXTURE_GEN_S);
- glDisable (GL_TEXTURE_GEN_T);
-
glEnable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glBlendFunc (GL_SRC_ALPHA,GL_ONE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
- glMateriali(GL_FRONT, GL_SHININESS, shiny);
+ glMaterialf(GL_FRONT, GL_SHININESS, shiny);
}
{
bp->scene_dlist2 = glGenLists (1);
init_texture (mi);
+
generate_object (mi);
}
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, spec);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color0);
-
glCallList (bp->obj_dlist0);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color1);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color2);
glCallList (bp->obj_dlist2);
+ glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
}
glEndList ();
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color3);
glCallList (bp->obj_dlist3);
+ glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
}
glEndList ();