more fixes for Android

This commit is contained in:
Zeno Rogue 2018-02-12 16:21:42 +01:00
parent 11d7b6e9e4
commit 759d9bbe8c
2 changed files with 20 additions and 10 deletions

View File

@ -21,7 +21,9 @@
#define VER "10.3h"
#define VERNUM 10308
#ifndef CAP_SHADER
#define CAP_SHADER CAP_GL
#endif
#define VERNUM_HEX 0xA0A7
@ -289,6 +291,7 @@ void gdpush(int t);
#define SDLK_HOME (123013)
#define SDLK_LEFT (123014)
#define SDLK_RIGHT (123015)
#define SDLK_END (123016)
#define MIX_MAX_VOLUME 128
#define SDLK_UP (123021)
#define SDLK_DOWN (123022)

View File

@ -378,7 +378,7 @@ void switch_mode(eMode m) {
}
if(newflags & GF_LIGHTFOG) {
#if !CAP_SHADER
GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
/*GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
@ -390,17 +390,22 @@ void switch_mode(eMode m) {
GLERR("lighting");
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT0); */
glEnable(GL_FOG);
#ifdef GLES_ONLY
glFogx(GL_FOG_MODE, GL_LINEAR);
#else
glFogi(GL_FOG_MODE, GL_LINEAR);
#endif
glFogf(GL_FOG_START, 0);
#endif
}
if(oldflags & GF_LIGHTFOG) {
#if !CAP_SHADER
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
/*
glDisable(GL_LIGHTING); */
#endif
}
mode = m;
@ -580,12 +585,14 @@ void vertices(const vector<glvertex>& v) {
}
void vertices_texture(const vector<glvertex>& v, const vector<glvertex>& t) {
#if CAP_TEXTURE
#if CAP_VERTEXBUFFER
// not implemented!
#else
vertices(v);
#if CAP_SHADER
glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(glvertex), &t[0]);
#else
glTexCoordPointer(stride, GL_FLOAT, 0, &v[0]);
glTexCoordPointer(3, GL_FLOAT, 0, &v[0]);
#endif
#endif
}
@ -603,7 +610,7 @@ void prepare(vector<colored_vertex>& v) {
glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].color);
#else
glVertexPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].coords);
glVertexPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].color);
glColorPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].color);
#endif
#endif
}
@ -621,7 +628,7 @@ void prepare(vector<textured_vertex>& v) {
glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].texture);
#else
glVertexPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].coords);
glVertexPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].texture);
glTexCoordPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].texture);
#endif
#endif
// color2(col);
@ -642,8 +649,8 @@ void prepare(vector<ct_vertex>& v) {
glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].texture);
#else
glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].coords);
glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].texture);
glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].color);
glTexCoordPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].texture);
glColorPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].color);
#endif
#endif
}