#ifdef USE_GL
+#if 0
#include "e_textures.h"
+#else
+#include "xpm-ximage.h"
+#include "../images/wood.xpm"
+#endif
+
#include "sphere.h"
#include "gltrackball.h"
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
glDisable (GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
- glFrontFace(GL_CW);
+ glFrontFace(GL_CCW);
polys += unit_sphere (32, 32, False);
glShadeModel(GL_FLAT);
glEnable (GL_TEXTURE_2D);
static void
-pinit(void)
+pinit(ModeInfo *mi)
{
- int status;
+ /* int status; */
glClearDepth(1.0);
- glClearColor(0.0, 0.0, 0.0, 1.0);
-
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+#if 0
clear_gl_error();
status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3,
WoodTextureWidth, WoodTextureHeight,
exit (1);
}
check_gl_error("mipmapping");
+#else
+ {
+ XImage *img = xpm_to_ximage (mi->dpy,
+ mi->xgwa.visual,
+ mi->xgwa.colormap,
+ wood_texture);
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
+ img->width, img->height, 0,
+ GL_RGBA,
+ /* GL_UNSIGNED_BYTE, */
+ GL_UNSIGNED_INT_8_8_8_8_REV,
+ img->data);
+ check_gl_error("texture");
+ XDestroyImage (img);
+ }
+#endif
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glDrawBuffer(GL_BACK);
if (!glIsList(sp->objects))
sp->objects = glGenLists(1);
- pinit();
+ pinit(mi);
} else {
MI_CLEARWINDOW(mi);
}
draw_stairs (ModeInfo * mi)
{
stairsstruct *sp = &stairs[MI_SCREEN(mi)];
+ GLfloat rot = current_device_rotation();
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
glPushMatrix();
+ glRotatef(rot, 0, 0, 1);
+ if ((rot > 45 && rot < 135) ||
+ (rot < -45 && rot > -135))
+ {
+ GLfloat s = MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi);
+ glScalef (s, 1/s, 1);
+ }
+
glTranslatef(0.0, 0.0, -10.0);
if (!MI_IS_ICONIC(mi)) {