merge of blend_test and lerabot_blend_test, addition of 1 case, and...
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9506237c47
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@ -124,7 +124,6 @@ gen_sample(depth_funcs samples/depth_funcs/main.c)
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gen_sample(depth_funcs_alpha_testing samples/depth_funcs_alpha_testing/main.c samples/depth_funcs_alpha_testing/gl_png.c)
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gen_sample(depth_funcs_alpha_testing samples/depth_funcs_alpha_testing/main.c samples/depth_funcs_alpha_testing/gl_png.c)
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gen_sample(depth_funcs_ortho samples/depth_funcs_ortho/main.c)
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gen_sample(depth_funcs_ortho samples/depth_funcs_ortho/main.c)
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gen_sample(lerabot01 samples/lerabot01/main.c)
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gen_sample(lerabot01 samples/lerabot01/main.c)
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gen_sample(lerabot_blend_test samples/lerabot_blend_test/main.c)
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gen_sample(lights samples/lights/main.c)
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gen_sample(lights samples/lights/main.c)
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gen_sample(mipmap samples/mipmap/main.c)
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gen_sample(mipmap samples/mipmap/main.c)
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gen_sample(multitexture_arrays samples/multitexture_arrays/main.c samples/multitexture_arrays/pvr-texture.c)
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gen_sample(multitexture_arrays samples/multitexture_arrays/main.c samples/multitexture_arrays/pvr-texture.c)
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@ -1,7 +1,8 @@
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/*
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/*
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* This sample is to demonstrate a bug where rendering an unblended
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* This sample demonstrates blending, and the importance of drawing order,
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* polygon, before a series of blended ones would result in no blended
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* depth testing and z-value.
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* output and incorrect depth testing
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* This is a merge of lerabot_blend_test and blend_test, with 1 added case,
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* and with adapted/corrected explanation
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*/
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*/
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#ifdef __DREAMCAST__
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#ifdef __DREAMCAST__
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@ -82,13 +83,13 @@ void DrawGLScene()
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const float NONE [] = {0, 0, 0, 0};
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const float NONE [] = {0, 0, 0, 0};
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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// LEFT UPPER SECTION
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glLoadIdentity(); // Reset The View
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glLoadIdentity(); // Reset The View
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glTranslatef(-4.0, 2.0, -10);
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glTranslatef(-4.0, 0, -10);
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// This draws 2 quads, a red first, then an overlapping blue one.
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// Both quads are drawn at the SAME z-value
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// LEFT SECTION
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// With depth test GL_LEQUAL, this means blending for the overlapping part
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// This should draw 2 quad, a red first, then and overlapping blue one.
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// This section draw both quad at the same Z value
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawQuad(RED);
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DrawQuad(RED);
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@ -96,11 +97,24 @@ void DrawGLScene()
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DrawQuad(BLUE);
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DrawQuad(BLUE);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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// RIGHT UPPER SECTION
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glTranslatef(4.0, 0, 0);
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glTranslatef(4.0, 0, 0);
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// This draws 2 quads, a red first, then an overlapping blue one.
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// The blue quad has a LOWER z-value, so it is behind the red quad.
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// With depth test GL_LEQUAL, the blue part is not considered for the overlapping part, so no blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawQuad(RED);
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glTranslatef(1.0, 0, -0.01);
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DrawQuad(BLUE);
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glDisable(GL_BLEND);
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// RIGHT SECTION
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// LEFT DOWN SECTION
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// This should draw 2 quad, a red first, then and overlapping blue one.
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glLoadIdentity(); // Reset The View
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// This section uses a HIGHER Z VALUE(0.01f), so the blue quad should be in FRONT of the red quad.
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glTranslatef(-4.0, -1.0, -10);
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// This draws 2 quads, a red first, then an overlapping blue one.
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// The blue quad has a HIGHER z-value, so it is in front the red quad.
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// With depth test GL_LEQUAL, this means blending for the overlapping part
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawQuad(RED);
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DrawQuad(RED);
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@ -108,6 +122,20 @@ void DrawGLScene()
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DrawQuad(BLUE);
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DrawQuad(BLUE);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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// RIGHT DOWN SECTION
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glTranslatef(4.0, 0.0, -0.01);
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// This is basically the same as the RIGHT UPPER SECTION, except that the blue quad
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// is drawn first.
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// With depth test GL_LEQUAL, this means blending for the overlapping part
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// <- the order of drawing is important for blending !
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glTranslatef(1.0, 0.0, -0.01);
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DrawQuad(BLUE);
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glTranslatef(-1.0, 0.0, 0.01);
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DrawQuad(RED);
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glDisable(GL_BLEND);
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glKosSwapBuffers();
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glKosSwapBuffers();
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}
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}
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@ -1,130 +0,0 @@
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/*
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* This sample is to demonstrate a bug where rendering an unblended
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* polygon, before a series of blended ones would result in no blended
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* output and incorrect depth testing
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*/
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#ifdef __DREAMCAST__
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#include <kos.h>
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#endif
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#include "GL/gl.h"
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#include "GL/glu.h"
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#include "GL/glkos.h"
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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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{
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // 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_LEQUAL); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glDisable(GL_BLEND);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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int check_start() {
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#ifdef __DREAMCAST__
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maple_device_t *cont;
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cont_state_t *state;
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cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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if(cont) {
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state = (cont_state_t *)maple_dev_status(cont);
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if(state)
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return state->buttons & CONT_START;
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}
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#endif
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return 0;
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}
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void DrawQuad(const float* colour) {
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glBegin(GL_QUADS);
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glColor4fv(colour);
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glVertex3f(-1.0,-1.0, 0.0);
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glVertex3f( 1.0,-1.0, 0.0);
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glVertex3f( 1.0, 1.0, 0.0);
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glVertex3f(-1.0, 1.0, 0.0);
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glEnd();
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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const float RED [] = {1.0, 0, 0, 0.5};
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const float BLUE [] = {0.0, 0, 1, 0.5};
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const float NONE [] = {0, 0, 0, 0};
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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(-4.0, 0, -10);
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// LEFT SECTION
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// This should draw 2 quad, a red first, then and overlapping blue one.
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// This section draw both quad at the same Z value
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawQuad(RED);
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glTranslatef(1.0, 0, 0);
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DrawQuad(BLUE);
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glDisable(GL_BLEND);
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glTranslatef(4.0, 0, 0);
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// RIGHT SECTION
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// This should draw 2 quad, a red first, then and overlapping blue one.
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// This section uses a LOWER Z VALUE(-0.01f), so the blue quad should be in FRONT of the red quad.
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// lerabot's note : changing the z value to positive gives the desired output.
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawQuad(RED);
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glTranslatef(1.0, 0, -0.01);
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DrawQuad(BLUE);
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glDisable(GL_BLEND);
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while(1) {
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if(check_start())
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break;
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DrawGLScene();
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}
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return 0;
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}
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