GLuint texid; /* which texture to draw */
enum { IN, OUT, DEAD } state; /* how to draw it */
rect from, to; /* the journey this quad is taking */
-} quad;
+} gls_quad;
typedef struct {
int motion_frames; /* how many frames each pan takes */
int fade_frames; /* how many frames fading in/out takes */
- quad quads[2]; /* the (up to) 2 quads we animate */
+ gls_quad quads[2]; /* the (up to) 2 quads we animate */
GLuint texids[2]; /* textures: "old" and "new" */
GLuint current_texid; /* the "new" one */
static void
-draw_quad (ModeInfo *mi, quad *q)
+draw_quad (ModeInfo *mi, gls_quad *q)
{
slideshow_state *ss = &sss[MI_SCREEN(mi)];
int wire = MI_IS_WIREFRAME(mi);
/* Re-randomize the state of the given quad.
*/
static void
-reset_quad (ModeInfo *mi, quad *q)
+reset_quad (ModeInfo *mi, gls_quad *q)
{
/* slideshow_state *ss = &sss[MI_SCREEN(mi)];*/
/* Load a new image into a texture for the given quad.
*/
static void
-load_quad (ModeInfo *mi, quad *q)
+load_quad (ModeInfo *mi, gls_quad *q)
{
slideshow_state *ss = &sss[MI_SCREEN(mi)];
XImage *ximage;
if (status)
{
char buf[100];
- const char *s = gluErrorString (status);
+ const char *s = (char *) gluErrorString (status);
if (!s || !*s)
{
for (i = 0; i < countof(ss->quads); i++)
{
- quad *q = &ss->quads[i];
+ gls_quad *q = &ss->quads[i];
q->texid = ss->current_texid;
q->state = DEAD;
reset_quad (mi, q);
/* Reset all quads, and mark only #0 as active. */
for (i = 0; i < countof(ss->quads); i++)
{
- quad *q = &ss->quads[i];
+ gls_quad *q = &ss->quads[i];
q->state = DEAD;
reset_quad (mi, q);
q->texid = ss->current_texid;
It's time to begin fading the visible one out, and the
invisible one in. (Reset the invisible one first.)
*/
- quad *vq, *iq;
+ gls_quad *vq, *iq;
ponder_state_change (mi);