X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fb_draw.c;h=36b5d73b45528dd2e4141fc00806891536d96d8d;hp=0986156df04b722164eb54ac4b8c60951a520932;hb=3f438031d610c7e15fd33876a879b97e290e05fb;hpb=447db08c956099b3b183886729108bf5b364c4b8 diff --git a/hacks/glx/b_draw.c b/hacks/glx/b_draw.c index 0986156d..36b5d73b 100644 --- a/hacks/glx/b_draw.c +++ b/hacks/glx/b_draw.c @@ -62,54 +62,31 @@ glb_draw_init(void) glb_config.bg_colour[1], glb_config.bg_colour[2], glb_config.bg_colour[3]); -#if 0 + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, glb_config.bubble_colour); -#else - { - /* - * E. Lassauge - 98/06/29 - * Yeahh, cool ! Now that I know how to have random colors I - * patch this pretty beautiful mode too !! - */ - GLfloat fred, fgreen, fblue; - GLfloat params[4]; - - fred = ((float) (NRAND(100)) / 100.0); - fgreen = ((float) (NRAND(100)) / 100.0); - /* I keep more blue */ - fblue = ((float) (NRAND(50)) / 100.0) + 0.50; - - params[0] = fred; - params[1] = fgreen; - params[2] = fblue; - /* For the moment don't play with ALPHA channel */ - params[3] = glb_config.bubble_colour[3]; - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, params); - } -#endif glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess); -#if GLB_USE_BLENDING - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -#endif + if (glb_config.transparent_p) + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_LIGHT2); -#if GLB_USE_BLENDING - glEnable(GL_BLEND); -#else - glEnable(GL_DEPTH_TEST); -#endif + + if (glb_config.transparent_p) + glEnable(GL_BLEND); + else + glEnable(GL_DEPTH_TEST); + glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); -#if GLB_USE_BLENDING - glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); -#endif + if (glb_config.transparent_p) + glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_POSITION, light_position[0]); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse[0]);