More non C89 compliant comments
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28 changed files with 252 additions and 248 deletions
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@ -332,19 +332,19 @@ SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
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}
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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void InitGL(int Width, int Height) /* We call this right after our OpenGL window is created. */
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{
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GLdouble aspect;
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glViewport(0, 0, Width, Height);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); /* This Will Clear The Background Color To Black */
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glClearDepth(1.0); /* Enables Clearing Of The Depth Buffer */
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glDepthFunc(GL_LESS); /* The Type Of Depth Test To Do */
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glEnable(GL_DEPTH_TEST); /* Enables Depth Testing */
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glShadeModel(GL_SMOOTH); /* Enables Smooth Color Shading */
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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glLoadIdentity(); /* Reset The Projection Matrix */
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aspect = (GLdouble)Width / Height;
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glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0);
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@ -363,29 +363,29 @@ void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat * texcoord)
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MAXY
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};
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Clear The Screen And The Depth Buffer */
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glLoadIdentity(); /* Reset The View */
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glTranslatef(-1.5f,0.0f,0.0f); // Move Left 1.5 Units
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glTranslatef(-1.5f,0.0f,0.0f); /* Move Left 1.5 Units */
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// draw a triangle (in smooth coloring mode)
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glBegin(GL_POLYGON); // start drawing a polygon
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glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top
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glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd(); // we're done with the polygon (smooth color interpolation)
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/* draw a triangle (in smooth coloring mode) */
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glBegin(GL_POLYGON); /* start drawing a polygon */
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glColor3f(1.0f,0.0f,0.0f); /* Set The Color To Red */
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glVertex3f( 0.0f, 1.0f, 0.0f); /* Top */
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glColor3f(0.0f,1.0f,0.0f); /* Set The Color To Green */
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glVertex3f( 1.0f,-1.0f, 0.0f); /* Bottom Right */
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glColor3f(0.0f,0.0f,1.0f); /* Set The Color To Blue */
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glVertex3f(-1.0f,-1.0f, 0.0f); /* Bottom Left */
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glEnd(); /* we're done with the polygon (smooth color interpolation) */
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glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
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glTranslatef(3.0f,0.0f,0.0f); /* Move Right 3 Units */
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// Enable blending
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/* Enable blending */
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// draw a textured square (quadrilateral)
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/* draw a textured square (quadrilateral) */
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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glColor3f(1.0f,1.0f,1.0f);
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@ -393,23 +393,23 @@ void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat * texcoord)
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glUseProgramObjectARB(shaders[current_shader].program);
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}
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */
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glTexCoord2f(texcoord[MINX], texcoord[MINY]);
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glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
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glVertex3f(-1.0f, 1.0f, 0.0f); /* Top Left */
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glTexCoord2f(texcoord[MAXX], texcoord[MINY]);
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glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
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glVertex3f( 1.0f, 1.0f, 0.0f); /* Top Right */
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glTexCoord2f(texcoord[MAXX], texcoord[MAXY]);
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glVertex3f( 1.0f,-1.0f, 0.0f); /* Bottom Right */
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glTexCoord2f(texcoord[MINX], texcoord[MAXY]);
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd(); // done with the polygon
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glVertex3f(-1.0f,-1.0f, 0.0f); /* Bottom Left */
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glEnd(); /* done with the polygon */
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if (shaders_supported) {
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glUseProgramObjectARB(0);
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}
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glDisable(GL_TEXTURE_2D);
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// swap buffers to display, since we're double buffered.
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/* swap buffers to display, since we're double buffered. */
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SDL_GL_SwapWindow(window);
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}
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