Fix GL_ALPHA_TEST sample
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@ -179,17 +179,16 @@ void LoadGLTextures() {
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// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
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glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, image1.width, image1.height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, image1.data);
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glBindTexture(GL_TEXTURE_2D, textures[2]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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char* new_palette = (char*) malloc(image2.palette_width * 4);
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for(i = 0; i < image2.palette_width; ++i) {
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new_palette[(i * 4) + 0] = image2.palette[(i * 3) + 0];
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new_palette[(i * 4) + 1] = image2.palette[(i * 3) + 1];
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new_palette[(i * 4) + 2] = image2.palette[(i * 3) + 2];
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new_palette[(i * 4) + 3] = 0;
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new_palette[(i * 4) + 3] = (i == 2) ? 0 : 255;
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}
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glColorTableEXT(GL_TEXTURE_2D, GL_RGBA8, image2.palette_width, GL_RGBA, GL_UNSIGNED_BYTE, new_palette);
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@ -204,7 +203,7 @@ void InitGL(int Width, int Height) // We call this right after our OpenG
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glEnable(GL_TEXTURE_2D);
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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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glDepthFunc(GL_LEQUAL); // 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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@ -282,6 +281,8 @@ void DrawGLScene()
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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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glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
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glTranslatef(-1.5f,0.0f,-8.0f); // move 5 units into the screen.
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glPushMatrix();
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@ -299,6 +300,8 @@ void DrawGLScene()
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DrawPolygon();
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glPopMatrix();
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glDisable(GL_SHARED_TEXTURE_PALETTE_EXT);
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glBindTexture(GL_TEXTURE_2D, textures[1]);
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glTranslatef(3.0, 0, 0);
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DrawPolygon();
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