refactor nehe08 slightly
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5be561ce4f
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@ -39,6 +39,9 @@ static GLfloat yrot; /* Y Rotation */
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static GLfloat xspeed; /* X Rotation Speed */
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static GLfloat yspeed; /* Y Rotation Speed */
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static GLfloat z = -5.0f; /* Depth Into The Screen */
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GLboolean xp = GL_FALSE;
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GLboolean yp = GL_FALSE;
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GLboolean blend = GL_FALSE;
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static GLuint filter; /* Which Filter To Use */
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static GLuint texture[2]; /* Storage For Two Textures */
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@ -46,7 +49,40 @@ static GLuint texture[2]; /* Storage For Two Textures */
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/* Load a PVR texture - located in pvr-texture.c */
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extern GLuint glTextureLoadPVR(char *fname, unsigned char isMipMapped, unsigned char glMipMap);
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void draw_gl(void) {
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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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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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glLoadIdentity();
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glColor4f(1.0f, 1.0f, 1.0f, 0.5);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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/* Enable Lighting and GL_LIGHT0 */
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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/* Set up the textures */
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texture[0] = glTextureLoadPVR(IMG_PATH, 0, 0);
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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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texture[1] = glTextureLoadPVR(IMG_PATH, 0, 0);
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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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}
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void DrawGLScene(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, z);
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@ -121,122 +157,93 @@ void draw_gl(void) {
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xrot += xspeed;
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yrot += yspeed;
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/* Finish the frame */
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glKosSwapBuffers();
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}
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int main(int argc, char **argv) {
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int ReadController(void) {
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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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/* Check key status */
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state = (cont_state_t *)maple_dev_status(cont);
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if(!state) {
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printf("Error reading controller\n");
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return 0;
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}
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if(state->buttons & CONT_START)
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return 0;
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if(state->buttons & CONT_A)
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z -= 0.02f;
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if(state->buttons & CONT_B)
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z += 0.02f;
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if((state->buttons & CONT_X) && !xp) {
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xp = GL_TRUE;
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filter += 1;
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if(filter > 1)
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filter = 0;
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}
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if(!(state->buttons & CONT_X))
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xp = GL_FALSE;
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if((state->buttons & CONT_Y) && !yp) {
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yp = GL_TRUE;
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blend = !blend;
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}
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if(!(state->buttons & CONT_Y))
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yp = GL_FALSE;
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if(state->buttons & CONT_DPAD_UP)
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xspeed -= 0.01f;
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if(state->buttons & CONT_DPAD_DOWN)
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xspeed += 0.01f;
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if(state->buttons & CONT_DPAD_LEFT)
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yspeed -= 0.01f;
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if(state->buttons & CONT_DPAD_RIGHT)
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yspeed += 0.01f;
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#endif
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GLboolean xp = GL_FALSE;
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GLboolean yp = GL_FALSE;
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GLboolean blend = GL_FALSE;
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/* Switch to the blended polygon list if needed */
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if(blend) {
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glEnable(GL_BLEND);
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glDepthMask(0);
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}
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else {
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glDisable(GL_BLEND);
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glDepthMask(1);
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}
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return 1;
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}
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int main(int argc, char **argv) {
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printf("nehe08 beginning\n");
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/* Get basic stuff initialized */
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glKosInit();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glColor4f(1.0f, 1.0f, 1.0f, 0.5);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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/* Enable Lighting and GL_LIGHT0 */
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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/* Set up the textures */
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texture[0] = glTextureLoadPVR(IMG_PATH, 0, 0);
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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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texture[1] = glTextureLoadPVR(IMG_PATH, 0, 0);
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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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InitGL(640, 480);
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while(1) {
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#ifdef __DREAMCAST__
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cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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/* Check key status */
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state = (cont_state_t *)maple_dev_status(cont);
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if(!state) {
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printf("Error reading controller\n");
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break;
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}
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if(state->buttons & CONT_START)
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if (!ReadController())
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break;
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if(state->buttons & CONT_A)
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z -= 0.02f;
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if(state->buttons & CONT_B)
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z += 0.02f;
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if((state->buttons & CONT_X) && !xp) {
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xp = GL_TRUE;
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filter += 1;
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if(filter > 1)
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filter = 0;
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}
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if(!(state->buttons & CONT_X))
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xp = GL_FALSE;
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if((state->buttons & CONT_Y) && !yp) {
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yp = GL_TRUE;
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blend = !blend;
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}
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if(!(state->buttons & CONT_Y))
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yp = GL_FALSE;
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if(state->buttons & CONT_DPAD_UP)
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xspeed -= 0.01f;
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if(state->buttons & CONT_DPAD_DOWN)
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xspeed += 0.01f;
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if(state->buttons & CONT_DPAD_LEFT)
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yspeed -= 0.01f;
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if(state->buttons & CONT_DPAD_RIGHT)
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yspeed += 0.01f;
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#endif
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/* Switch to the blended polygon list if needed */
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if(blend) {
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glEnable(GL_BLEND);
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glDepthMask(0);
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}
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else {
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glDisable(GL_BLEND);
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glDepthMask(1);
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}
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/* Draw the GL "scene" */
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draw_gl();
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/* Finish the frame */
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glKosSwapBuffers();
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DrawGLScene();
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}
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return 0;
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}
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