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uniformizing vertex attribute arrays

This commit is contained in:
Zeno Rogue
2018-02-09 01:46:14 +01:00
parent 64adb6f0ea
commit 120797d7ce
7 changed files with 135 additions and 118 deletions

View File

@@ -465,9 +465,8 @@ void saveFullTexture() {
bool newmove = false;
void drawRawTexture() {
glEnable(GL_TEXTURE_2D);
glhr::be_textured();
glcolor2(0xFFFFFF20);
glhr::color2(0xFFFFFF20);
glhr::set_modelview(glhr::translate(0, 0, stereo::scrdist));
glBindTexture(GL_TEXTURE_2D, textureid);
vector<GLfloat> tver, sver;
@@ -485,12 +484,9 @@ void drawRawTexture() {
sver.push_back(y * vid.scrsize);
sver.push_back(0);
}
activateVertexArray(&sver[0], 4);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(3, GL_FLOAT, 0, &tver[0]);
glhr::vertices(&sver[0], 4);
glhr::texture_vertices(&tver[0], 4, 3);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
}
struct magicmapper_point {