if( m_bMultiTexture )
{
glClientActiveTexture( GL_TEXTURE1 );
- //if (m_texUnitEnabled[1])
- glTexCoordPointer(2, GL_FLOAT, 0, &tex2);
- /*else
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);*/
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex2);
glClientActiveTexture( GL_TEXTURE0 );
}
- //if (m_texUnitEnabled[0])
- glTexCoordPointer(2, GL_FLOAT, 0, &tex);
- /*else
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);*/
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex);
glColorPointer(4, GL_FLOAT,0, &colour );
glVertexPointer(4,GL_FLOAT, 0, &vertices);
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
-// if (m_texUnitEnabled[0])
- glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
-/* else
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);*/
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
if( m_bMultiTexture )
{
glClientActiveTexture( GL_TEXTURE1 );
-// if (m_texUnitEnabled[1])
- glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
-/* else
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );*/
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
}
#else
g_texRectTVtx[3].tcord[0].u,g_texRectTVtx[3].tcord[0].v
};
+ GLfloat tex2[] = {
+ g_texRectTVtx[0].tcord[1].u,g_texRectTVtx[0].tcord[1].v,
+ g_texRectTVtx[1].tcord[1].u,g_texRectTVtx[1].tcord[1].v,
+ g_texRectTVtx[2].tcord[1].u,g_texRectTVtx[2].tcord[1].v,
+ g_texRectTVtx[0].tcord[1].u,g_texRectTVtx[0].tcord[1].v,
+ g_texRectTVtx[2].tcord[1].u,g_texRectTVtx[2].tcord[1].v,
+ g_texRectTVtx[3].tcord[1].u,g_texRectTVtx[3].tcord[1].v
+ };
+
GLfloat vertices[] = {
g_texRectTVtx[0].x, g_texRectTVtx[0].y, -g_texRectTVtx[0].z, 1,
g_texRectTVtx[1].x, g_texRectTVtx[1].y, -g_texRectTVtx[1].z, 1,
if( m_bMultiTexture )
{
glClientActiveTexture( GL_TEXTURE1 );
-// if (m_texUnitEnabled[1])
- glTexCoordPointer(2, GL_FLOAT, 0, &tex);
-/* else
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );*/
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex2);
glClientActiveTexture( GL_TEXTURE0 );
}
-// if (m_texUnitEnabled[0])
- glTexCoordPointer(2, GL_FLOAT, 0, &tex);
-/* else
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );*/
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex);
glDrawArrays(GL_TRIANGLES,0,6);
//Restore old pointers
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
-// if (m_texUnitEnabled[1])
- glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
-/* else
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );*/
+ glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
if( m_bMultiTexture )
{
glClientActiveTexture( GL_TEXTURE1 );
-// if (m_texUnitEnabled[1])
- glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
-/* else
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );*/
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
}
#else
glBegin(GL_TRIANGLES);
if( m_bMultiTexture )
{
glClientActiveTexture( GL_TEXTURE1 );
- if (m_texUnitEnabled[1]) {
- glActiveTexture( GL_TEXTURE1 );
- glDisable(GL_TEXTURE_2D);
- }
+ glActiveTexture( GL_TEXTURE1 );
+ glDisable(GL_TEXTURE_2D);
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glClientActiveTexture( GL_TEXTURE0 );
}
- if (m_texUnitEnabled[0]) {
- glActiveTexture( GL_TEXTURE0 );
- glDisable(GL_TEXTURE_2D);
- }
+ glActiveTexture( GL_TEXTURE0 );
+ glDisable(GL_TEXTURE_2D);
+
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
OPENGL_CHECK_ERRORS;
glColor4f(r,g,b,a);
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
- if (m_texUnitEnabled[0]) {
- glEnable(GL_TEXTURE_2D);
- }
+ glEnable(GL_TEXTURE_2D);
if( m_bMultiTexture )
{
- if (m_texUnitEnabled[1]) {
- glActiveTexture( GL_TEXTURE1 );
- glEnable(GL_TEXTURE_2D);
- }
+ glActiveTexture( GL_TEXTURE1 );
+ glEnable(GL_TEXTURE_2D);
glClientActiveTexture( GL_TEXTURE1 );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
}
uint32 height = (gRDP.scissor.right*gRDP.scissor.bottom)/width;
glEnable(GL_SCISSOR_TEST);
OPENGL_CHECK_ERRORS;
- glScissor(0, int(height*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
+ glScissor(windowSetting.uDisplayX, windowSetting.uDisplayY+int(height*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
int(width*windowSetting.fMultX), int(height*windowSetting.fMultY) );
OPENGL_CHECK_ERRORS;
}
uint32 height = (gRDP.scissor.right*gRDP.scissor.bottom)/width;
glEnable(GL_SCISSOR_TEST);
OPENGL_CHECK_ERRORS;
- glScissor(0, int(height*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
+ glScissor(windowSetting.uDisplayX, windowSetting.uDisplayY+int(height*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
int(width*windowSetting.fMultX), int(height*windowSetting.fMultY) );
OPENGL_CHECK_ERRORS;
}
else
{
- glScissor(int(gRDP.scissor.left*windowSetting.fMultX), int((windowSetting.uViHeight-gRDP.scissor.bottom)*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
+ glScissor(windowSetting.uDisplayX+int(gRDP.scissor.left*windowSetting.fMultX), windowSetting.uDisplayY+int((windowSetting.uViHeight-gRDP.scissor.bottom)*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
int((gRDP.scissor.right-gRDP.scissor.left)*windowSetting.fMultX), int((gRDP.scissor.bottom-gRDP.scissor.top)*windowSetting.fMultY ));
OPENGL_CHECK_ERRORS;
}
glEnable(GL_SCISSOR_TEST);
OPENGL_CHECK_ERRORS;
- glScissor(windowSetting.clipping.left, int((windowSetting.uViHeight-gRSP.real_clip_scissor_bottom)*windowSetting.fMultY)+windowSetting.statusBarHeightToUse,
+ glScissor(windowSetting.uDisplayX+windowSetting.clipping.left, windowSetting.uDisplayY+int((windowSetting.uViHeight-gRSP.real_clip_scissor_bottom)*windowSetting.fMultY)+windowSetting.statusBarHeightToUse,
windowSetting.clipping.width, windowSetting.clipping.height);
OPENGL_CHECK_ERRORS;
static GLint mx=0,my=0;
static GLsizei m_width=0, m_height=0;
static bool mflag=true;
+
+ x+=windowSetting.uDisplayX;
+ y+=windowSetting.uDisplayY;
if( x!=mx || y!=my || width!=m_width || height!=m_height || mflag!=flag)
{