X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Flament.c;h=fecf80982457d88df0b0b3d26a2d3ee8b05e7365;hp=cf5c5ba095bcb15c63417975f922171d0ea51a43;hb=ffd8c0873576a9e3065696a624dce6b766b77062;hpb=c28aecf9fc41e3a03494bacf7279745425e2fa18 diff --git a/hacks/glx/lament.c b/hacks/glx/lament.c index cf5c5ba0..fecf8098 100644 --- a/hacks/glx/lament.c +++ b/hacks/glx/lament.c @@ -1,4 +1,4 @@ -/* xscreensaver, Copyright (c) 1998 Jamie Zawinski +/* xscreensaver, Copyright (c) 1998-2004 Jamie Zawinski * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided that @@ -78,7 +78,7 @@ #define HACK_HANDLE_EVENT lament_handle_event #define EVENT_MASK PointerMotionMask #define lament_opts xlockmore_opts -#define DEFAULTS "*delay: 10000 \n" \ +#define DEFAULTS "*delay: 20000 \n" \ "*showFPS: False \n" \ "*wireframe: False \n" \ "*texture: True \n" @@ -93,12 +93,12 @@ static int do_texture; static XrmOptionDescRec opts[] = { - {"-texture", ".lament.texture", XrmoptionNoArg, (caddr_t) "true" }, - {"+texture", ".lament.texture", XrmoptionNoArg, (caddr_t) "false" }, + {"-texture", ".lament.texture", XrmoptionNoArg, "true" }, + {"+texture", ".lament.texture", XrmoptionNoArg, "false" }, }; static argtype vars[] = { - {(caddr_t *) &do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool}, + {&do_texture, "texture", "Texture", DEF_TEXTURE, t_Bool}, }; ModeSpecOpt lament_opts = {countof(opts), opts, countof(vars), vars, NULL}; @@ -1861,7 +1861,7 @@ reshape_lament(ModeInfo *mi, int width, int height) Note that the image-map bits we have are 128x128. Therefore, if the image is magnified a lot, it looks pretty blocky. So it's better to have a 128x128 animation on a 1280x1024 screen that looks good, than - a 1024x1024 animation that looks really pixellated. + a 1024x1024 animation that looks really pixelated. */ if (win_size > target_size * 1.5) { @@ -1936,7 +1936,9 @@ gl_init(ModeInfo *mi) clear_gl_error(); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lc->texture->width, height, 0, - GL_RGBA, GL_UNSIGNED_BYTE, + GL_RGBA, + /* GL_UNSIGNED_BYTE, */ + GL_UNSIGNED_INT_8_8_8_8_REV, (lc->texture->data + (lc->texture->bytes_per_line * height * i))); check_gl_error("texture");