{"+texture", ".blob.texture", XrmoptionNoArg, "false" },
{"-colour", ".blob.colour", XrmoptionNoArg, "true" },
{"+colour", ".blob.colour", XrmoptionNoArg, "false" },
- {"-offset-texture", ".blob.offset_texture", XrmoptionNoArg, "true" },
- {"+offset-texture", ".blob.offset_texture", XrmoptionNoArg, "false" },
- {"-paint-background", ".blob.paint_background", XrmoptionNoArg, "true" },
- {"+paint-background", ".blob.paint_background", XrmoptionNoArg, "false" },
+ {"-offset-texture", ".blob.offsetTexture", XrmoptionNoArg, "true" },
+ {"+offset-texture", ".blob.offsetTexture", XrmoptionNoArg, "false" },
+ {"-paint-background", ".blob.paintBackground", XrmoptionNoArg, "true" },
+ {"+paint-background", ".blob.paintBackground", XrmoptionNoArg, "false" },
{"-resolution", ".blob.resolution", XrmoptionSepArg, NULL },
{"-bumps", ".blob.bumps", XrmoptionSepArg, NULL },
- {"-motion-blur", ".blob.motion_blur", XrmoptionSepArg, 0 },
- {"-fade-time", ".blob.fade_time", XrmoptionSepArg, 0 },
- {"-hold-time", ".blob.hold_time", XrmoptionSepArg, 0 },
+ {"-motion-blur", ".blob.motionBlur", XrmoptionSepArg, 0 },
+ {"-fade-time", ".blob.fadeTime", XrmoptionSepArg, 0 },
+ {"-hold-time", ".blob.holdTime", XrmoptionSepArg, 0 },
{"-zoom", ".blob.zoom", XrmoptionSepArg, 0 },
};
{&do_walls, "walls", "Walls", DEF_WALLS, t_Bool},
{&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool},
{&do_colour, "colour", "Colour", DEF_COLOUR, t_Bool},
- {&offset_texture, "offset_texture","Offset_Texture", DEF_OFFSET_TEXTURE, t_Bool},
- {&do_paint_background,"paint_background","Paint_Background", DEF_PAINT_BACKGROUND, t_Bool},
+ {&offset_texture, "offsetTexture","OffsetTexture", DEF_OFFSET_TEXTURE, t_Bool},
+ {&do_paint_background,"paintBackground","PaintBackground", DEF_PAINT_BACKGROUND, t_Bool},
{&resolution, "resolution", "Resolution", DEF_RESOLUTION, t_Int},
{&bumps, "bumps", "Bump", DEF_BUMPS, t_Int},
- {&motion_blur, "motion_blur", "Motion_Blur", DEF_MOTION_BLUR, t_Float},
- {&fade_time, "fade_time", "Fade_Time", DEF_FADE_TIME, t_Float},
- {&hold_time, "hold_time", "Hold_Time", DEF_HOLD_TIME, t_Float},
+ {&motion_blur, "motionBlur", "MotionBlur", DEF_MOTION_BLUR, t_Float},
+ {&fade_time, "fadeTime", "FadeTime", DEF_FADE_TIME, t_Float},
+ {&hold_time, "holdTime", "HoldTime", DEF_HOLD_TIME, t_Float},
{&zoom, "zoom", "Zoom", DEF_ZOOM, t_Float},
};
double current_time;
check_gl_error ("draw_scene");
+ mi->polygon_count = 0;
glColor4d(1.0, 1.0, 1.0, 1.0);
current_time = double_time();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
draw_background (mi);
+ mi->polygon_count++;
/* When transitioning between two images paint the new image over the old
* image with a varying alpha value to get a smooth fade.
glColor4d (1.0, 1.0, 1.0, 1.0 - fade);
draw_background (mi);
+ mi->polygon_count++;
/* Select the original texture to draw the blob */
glBindTexture (GL_TEXTURE_2D, gp->textures[gp->current_texture]);
/* Disable the three colour chanels so that only the depth buffer is updated */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
draw_blob(gp);
+ mi->polygon_count += gp->num_faces;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthFunc(GL_LEQUAL);
}
glDepthFunc(GL_LEQUAL);
draw_blob(gp);
+ mi->polygon_count += gp->num_faces;
/* While transitioning between images draw a second blob with a modified
* alpha value.
}
draw_blob (gp);
+ mi->polygon_count += gp->num_faces;
if (do_colour)
{