tr0, tr1,
tl0, tl1,
l0 , l1 ,
- bl0, depth=0.3, zdepth=15.0;
+ depth=0.3, zdepth=15.0;
/* zdepth is how far back tunnel goes */
/* depth is tex coord scale. low number = fast texture shifting */
tl1 = tl0 + half_floor;
l0 = tr1;
l1 = l0 + full_wall;
- bl0 = l1;
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
tmpa = teximage->data[dtaidx + cchan];
tmpfa = (float) tmpa * boxdiv;
/* box filter */
- blursum = 0.0;
for (by = -boxsize ; by <= boxsize; by++) {
for (bx = -boxsize ; bx <= boxsize; bx++) {
indx = wrapVal(ix + bx, 0, teximage->width);
fprintf(stderr, "%s: out of memory\n", progname);
exit(1);
}
-
- tc = &tconf[MI_SCREEN(mi)];
}
tc = &tconf[MI_SCREEN(mi)];