Added Epplet_default_bind_GL, a quick and dirty default binding for people
to use if the new Epplet_bind_double_GL confuses the hell out of em and they dont need Epplet_bind_double_GL various buffer settings. SVN revision: 1975
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@ -1883,3 +1883,11 @@ Altered the api so that you can define ALL the nitty gritty GLX stuf like
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accumulation buffers for red, green, blue, alpha channels, depth buffers,
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accumulation buffers for red, green, blue, alpha channels, depth buffers,
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stencil buffers, ect. I'll Add default easier to use calls next.
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stencil buffers, ect. I'll Add default easier to use calls next.
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-------------------------------------------------------------------------------
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Tue Jan 25 15:55:11 CST 2000
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(thebard)
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Added Epplet_default_bind_GL, a quick and dirty default binding for people
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to use if the new Epplet_bind_double_GL confuses the hell out of em and they
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dont need Epplet_bind_double_GL various buffer settings.
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@ -5019,6 +5019,12 @@ Epplet_bind_single_GL(Epplet_gadget da, int red, int green, int blue,
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return cx;
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return cx;
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}
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}
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GLXContext
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Epplet_default_bind_GL(Epplet_gadget da)
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{
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return Epplet_bind_double_GL(da, 1, 1, 1, 0, 0, 8, 0, 0, 0, 0, 0);
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}
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void
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void
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Epplet_unbind_GL(GLXContext cx)
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Epplet_unbind_GL(GLXContext cx)
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{
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{
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@ -541,6 +541,13 @@ GLXContext Epplet_bind_single_GL(Epplet_gadget da, int red,
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int stencil, int accum_red, int accum_green, int accum_blue,
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int stencil, int accum_red, int accum_green, int accum_blue,
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int accum_alpha);
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int accum_alpha);
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/* This is the "quick" way to define and bind a "good enough" context.
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The idea here is that this context should give you a basic RGB
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double buffer with minimal depth buffer, and NO other buffers. Its very
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basic, but its good enough for simple rendering with light sources
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and basic texture mapping. */
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GLXContext Epplet_default_bind_GL(Epplet_gadget da);
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/* Destroy (unbind) a glx context. */
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/* Destroy (unbind) a glx context. */
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void Epplet_unbind_GL(GLXContext cx);
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void Epplet_unbind_GL(GLXContext cx);
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@ -194,7 +194,7 @@ draw_rotating(void)
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glPushMatrix();
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glPushMatrix();
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glRotatef(gSpin, .5, 1, .5);
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glRotatef(gSpin, 1, 1, .1);
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glCallList(gObjectList);
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glCallList(gObjectList);
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glPopMatrix();
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glPopMatrix();
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@ -221,7 +221,8 @@ cb_close(void *data)
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cx = (GLXContext *)data;
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cx = (GLXContext *)data;
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Epplet_unremember();
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Epplet_unremember();
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Esync();
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Esync();
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Epplet_unbind_GL(*cx);
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if(cx != NULL)
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Epplet_unbind_GL(*cx);
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exit(0);
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exit(0);
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}
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}
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@ -379,7 +380,12 @@ main(int argc, char **argv)
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load_conf();
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load_conf();
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cx = Epplet_bind_double_GL(da, 1, 1, 1, 0, 0, 8, 0, 0, 0, 0, 0);
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cx = Epplet_default_bind_GL(da);
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/* This could also be done as:
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cx = Epplet_bind_double_GL(da, 1, 1, 1, 0, 0, 8, 0, 0, 0, 0, 0); */
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if(cx == NULL)
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cb_close(NULL);
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/* To properly center the viewport, -2, -2 isntead of 0, 0 must be used.
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/* To properly center the viewport, -2, -2 isntead of 0, 0 must be used.
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Why? I have no freak'n idea. For some reason in Ortho everything is
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Why? I have no freak'n idea. For some reason in Ortho everything is
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