fixes
This commit is contained in:
parent
375073416a
commit
ec602f2d70
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@ -95,6 +95,9 @@ void APIENTRY glKosSwapBuffers() {
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TRACE();
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PROFILER_PUSH(__func__);
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printf("Flush:\n\tOP:%d\n\tPT:%d\n\tTR:%d\n",OP_LIST.vector.size,PT_LIST.vector.size,TR_LIST.vector.size);
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printf("Flush: glTexImage mem free:%d\n",pvr_mem_available());
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pvr_wait_ready();
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@ -34,7 +34,7 @@ static const matrix_t IDENTITY = {
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void APIENTRY glDepthRange(GLclampf n, GLclampf f);
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matrix_t* _glGetModelViewMatrix() {
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return (matrix_t*) stack_top(&MATRIX_STACKS[0]);
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return (matrix_t*)stack_top(&MATRIX_STACKS[0]);
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}
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matrix_t* _glGetProjectionMatrix() {
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@ -109,6 +109,7 @@ void _glMatrixLoadTexture();
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void _glApplyRenderMatrix();
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matrix_t* _glGetProjectionMatrix();
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matrix_t* _glGetModelViewMatrix();
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void _glWipeTextureOnFramebuffers(GLuint texture);
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GLubyte _glCheckImmediateModeInactive(const char* func);
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41
GL/texture.c
41
GL/texture.c
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@ -67,10 +67,14 @@ void _glApplyColorTable() {
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pvr_set_pal_format(PVR_PAL_ARGB8888);
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GLushort i = 0;
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//printf("Palette Entries: %d\n",src->width);
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for(; i < src->width; ++i) {
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GLubyte* entry = &src->data[i * 4];
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//printf("#%02X%02X%02X\t\t %08X\n",entry[0],entry[1],entry[2], PACK_ARGB8888(entry[3], entry[0], entry[1], entry[2]));
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pvr_set_pal_entry(i, PACK_ARGB8888(entry[3], entry[0], entry[1], entry[2]));
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}
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//printf("------END------\n");
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}
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GLubyte _glGetActiveTexture() {
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@ -725,7 +729,7 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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if(format != GL_COLOR_INDEX) {
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if(!_isSupportedFormat(format)) {
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_glKosThrowError(GL_INVALID_ENUM, "glTexImage2D-color_index");
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_glKosThrowError(GL_INVALID_ENUM, "glTexImage2D-invalid_format");
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}
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/* Abuse determineStride to see if type is valid */
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@ -868,8 +872,40 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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assert(data);
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assert(bytes);
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/* Linear/iterative twiddling algorithm from Marcus' tatest */
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#define TWIDTAB(x) ( (x&1)|((x&2)<<1)|((x&4)<<2)|((x&8)<<3)|((x&16)<<4)| \
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((x&32)<<5)|((x&64)<<6)|((x&128)<<7)|((x&256)<<8)|((x&512)<<9) )
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#define TWIDOUT(x, y) ( TWIDTAB((y)) | (TWIDTAB((x)) << 1) )
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#define MIN(a, b) ( (a)<(b)? (a):(b) )
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uint32 x, y, yout, min, mask, invert;
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min = MIN(w, h);
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mask = min - 1;
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invert = 0;
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uint8 * pixels;
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uint16 * vtex;
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pixels = (uint8 *) data;
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vtex = (uint16*)targetData;
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for(y = 0; y < h; y += 2) {
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if(!invert)
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yout = y;
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else
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yout = ((h - 1) - y);
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for(x = 0; x < w; x++) {
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vtex[TWIDOUT((yout & mask) / 2, x & mask) +
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(x / min + yout / min)*min * min / 2] =
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pixels[y * w + x] | (pixels[(y + 1) * w + x] << 8);
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}
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}
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active->color = PVR_TXRFMT_PAL8BPP | PVR_TXRFMT_TWIDDLED;
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/* No conversion? Just copy the data, and the pvr_format is correct */
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sq_cpy(targetData, data, bytes);
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//sq_cpy(targetData, data, bytes);
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return;
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} else {
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TextureConversionFunc convert = _determineConversion(
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@ -906,6 +942,7 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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source += stride;
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}
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}
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printf("GLdc: glTexImage mem free:%d\n",pvr_mem_available());
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}
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void APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param) {
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32
samples/glquake_palette/Makefile
Normal file
32
samples/glquake_palette/Makefile
Normal file
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@ -0,0 +1,32 @@
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TARGET = paletted.elf
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OBJS = main.o
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LIBS = -lGLdc
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS) romdisk.* 1ST_READ.BIN paletted.bin
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rm-elf:
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-rm -f $(TARGET) romdisk.* 1ST_READ.BIN paletted.bin
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$(TARGET): $(OBJS) romdisk.o
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) romdisk.o $(OBJEXTRA) $(LIBS) -lm -lkosutils $(KOS_LIBS)
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romdisk.img:
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$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
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romdisk.o: romdisk.img
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$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist: $(TARGET)
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rm -f $(OBJS) romdisk.o romdisk.img
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$(KOS_STRIP) $(TARGET)
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strip-bin paletted
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scramble paletted.bin 1ST_READ.BIN
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352
samples/glquake_palette/main.c
Normal file
352
samples/glquake_palette/main.c
Normal file
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@ -0,0 +1,352 @@
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <GL/glu.h>
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#include <GL/glkos.h>
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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/* floats for x rotation, y rotation, z rotation */
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float xrot, yrot, zrot;
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/* storage for one texture */
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int texture[1];
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typedef struct {
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unsigned int height;
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unsigned int width;
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unsigned int palette_width;
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char* palette;
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char* data;
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} Image;
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unsigned int new_palette[1024];
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void VID_SetPalette (unsigned char *palette)
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{
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#if 0
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char *pal;
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unsigned r,g,b;
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unsigned v;
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int r1,g1,b1;
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int j,k,l,m;
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unsigned short i;
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unsigned *table;
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char s[255];
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int dist, bestdist;
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//
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// 8 8 8 encoding
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//
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pal = palette;
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table = d_8to24table;
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for (i=0 ; i<256 ; i++)
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{
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r = pal[0];
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g = pal[1];
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b = pal[2];
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pal += 3;
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v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
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*table++ = v;
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}
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d_8to24table[255] &= 0xffffff; // 255 is transparent
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#endif
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}
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int LoadPalette(Image* image){
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FILE* filein = NULL;
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filein = fopen("/rd/CONCHARS", "rb");
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if(!filein) {
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printf("Unable to open file\n");
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return 0;
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}
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image->width = 128;
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image->height = 128;
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int size = (image->width*image->height);
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image->data = (char*) malloc(size);
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fread(image->data, size, 1, filein);
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fclose(filein);
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filein = fopen("/rd/palette.lmp", "rb");
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if(!filein) {
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printf("Unable to open the palette file\n");
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return 0;
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}
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image->palette = (char*)malloc(256 * 3/*RGB 888*/);
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image->palette_width = 256;
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fread(image->palette, /*components*/3, image->palette_width, filein);
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fclose(filein);
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int i;
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for(i = 0; i < 256; i++) {
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unsigned int* p = (unsigned int*)image->palette;
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// Swap the colours around from ARGB to RGBA
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char r = (p[i] & 0x00FF0000) >> 16;
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char g = (p[i] & 0x0000FF00) >> 8;
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char b = (p[i] & 0x000000FF);
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char a = (0xFF) >> 24;
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new_palette[i * 4] = r;
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new_palette[i * 4 + 1] = g;
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new_palette[i * 4 + 2] = b;
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new_palette[i * 4 + 3] = a;
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}
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return 1;
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}
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int LoadPalettedTex(const char* filename, Image* image) {
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struct {
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char id[4]; // 'DTEX'
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short width;
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short height;
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int type;
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int size;
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} header;
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FILE* filein = NULL;
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filein = fopen(filename, "rb");
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if(!filein) {
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printf("Unable to open file\n");
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return 0;
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}
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fread(&header, sizeof(header), 1, filein);
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if((header.type & (7 << 27)) >> 27 != 6) {
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printf("Not PAL8BPP format\n");
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return 0;
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}
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image->width = header.width;
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image->height = header.height;
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image->data = (char*) malloc(sizeof(char) * header.size);
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fread(image->data, header.size, sizeof(char), filein);
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fclose(filein);
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char palette_filename[100];
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strcpy(palette_filename, filename);
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strcat(palette_filename, ".pal");
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filein = fopen(palette_filename, "rb");
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if(!filename) {
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printf("Unable to open the palette file\n");
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return 0;
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}
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struct {
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char id[4];
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int numcolors;
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} palette_header;
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fread(&palette_header, sizeof(palette_header), 1, filein);
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image->palette = (unsigned int*) malloc(sizeof(unsigned int) * palette_header.numcolors);
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image->palette_width = palette_header.numcolors;
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fread(image->palette, sizeof(unsigned int), palette_header.numcolors, filein);
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unsigned int i = 0;
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for(; i < palette_header.numcolors; ++i) {
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unsigned int* p = (unsigned int*) image->palette;
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// Swap the colours around from ARGB to RGBA
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char r = (p[i] & 0x00FF0000) >> 16;
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char g = (p[i] & 0x0000FF00) >> 8;
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char b = (p[i] & 0x000000FF);
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char a = (p[i] & 0xFF000000) >> 24;
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image->palette[i * 4] = r;
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image->palette[i * 4 + 1] = g;
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image->palette[i * 4 + 2] = b;
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image->palette[i * 4 + 3] = a;
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}
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return 1;
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}
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// Load Bitmaps And Convert To Textures
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void LoadGLTextures() {
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#if 1
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// Load Texture
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Image *image1;
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// allocate space for texture
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image1 = (Image *) malloc(sizeof(Image));
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if (image1 == NULL) {
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printf("Error allocating space for image");
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exit(0);
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}
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if (!LoadPalette(image1)) {
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printf("Unable to load stuff\n");
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exit(1);
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}
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//VID_SetPalette(image1->palette);
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glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
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glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGB8, image1->palette_width, GL_RGB, GL_UNSIGNED_BYTE, image1->palette);
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// Create Texture
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); // scale linearly when image smalled than texture
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// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
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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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#else
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// Load Texture
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Image *image1;
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// allocate space for texture
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image1 = (Image *) malloc(sizeof(Image));
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if (image1 == NULL) {
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printf("Error allocating space for image");
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exit(0);
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}
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if (!LoadPalettedTex("/rd/NeHe.tex", image1)) {
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exit(1);
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}
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glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
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glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGBA8, image1->palette_width, GL_RGBA, GL_UNSIGNED_BYTE, image1->palette);
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// Create Texture
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); // scale linearly when image smalled than texture
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// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
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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_TWID_KOS, image1->data);
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#endif
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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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{
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LoadGLTextures();
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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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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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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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/* The main drawing function. */
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void DrawGLScene()
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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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glTranslatef(0.0f,0.0f,-5.0f); // move 5 units into the screen.
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glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
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glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
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glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis
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glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
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glBegin(GL_QUADS); // begin drawing a cube
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// Front Face (note that the texture's corners have to match the quad's corners)
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
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// Back Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
|
||||
|
||||
// Top Face
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
|
||||
|
||||
// Bottom Face
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
|
||||
|
||||
// Right face
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
|
||||
|
||||
// Left Face
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
|
||||
|
||||
glEnd(); // done with the polygon.
|
||||
|
||||
xrot+=1.5f; // X Axis Rotation
|
||||
yrot+=1.5f; // Y Axis Rotation
|
||||
zrot+=1.5f; // Z Axis Rotation
|
||||
//
|
||||
// swap buffers to display, since we're double buffered.
|
||||
glKosSwapBuffers();
|
||||
}
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
glKosInit();
|
||||
|
||||
InitGL(640, 480);
|
||||
ReSizeGLScene(640, 480);
|
||||
|
||||
while(1) {
|
||||
DrawGLScene();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
BIN
samples/glquake_palette/paletted.bin
Normal file
BIN
samples/glquake_palette/paletted.bin
Normal file
Binary file not shown.
BIN
samples/glquake_palette/romdisk/CONCHARS
Normal file
BIN
samples/glquake_palette/romdisk/CONCHARS
Normal file
Binary file not shown.
BIN
samples/glquake_palette/romdisk/NeHe.bmp
Normal file
BIN
samples/glquake_palette/romdisk/NeHe.bmp
Normal file
Binary file not shown.
After ![]() (image error) Size: 192 KiB |
BIN
samples/glquake_palette/romdisk/NeHe.tex
Normal file
BIN
samples/glquake_palette/romdisk/NeHe.tex
Normal file
Binary file not shown.
BIN
samples/glquake_palette/romdisk/NeHe.tex.pal
Normal file
BIN
samples/glquake_palette/romdisk/NeHe.tex.pal
Normal file
Binary file not shown.
0
samples/glquake_palette/romdisk/PLACEHOLDER
Normal file
0
samples/glquake_palette/romdisk/PLACEHOLDER
Normal file
BIN
samples/glquake_palette/romdisk/conback.lmp
Normal file
BIN
samples/glquake_palette/romdisk/conback.lmp
Normal file
Binary file not shown.
BIN
samples/glquake_palette/romdisk/mainmenu.lmp
Normal file
BIN
samples/glquake_palette/romdisk/mainmenu.lmp
Normal file
Binary file not shown.
BIN
samples/glquake_palette/romdisk/palette.lmp
Normal file
BIN
samples/glquake_palette/romdisk/palette.lmp
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user