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Fix screen transitions
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parent
08579d9447
commit
25ef570a81
1 changed files with 8 additions and 4 deletions
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@ -998,7 +998,7 @@ EXPORT void HWRAPI(Draw2DLine) (F2DCoord * v1,
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p[9] = v1->x + dx; p[10] = -(v1->y - dy); p[11] = 1;
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p[9] = v1->x + dx; p[10] = -(v1->y - dy); p[11] = 1;
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pglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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pglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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pglColor4ubv((GLubyte*)&Color);
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pglColor4ubv((GLubyte*)&Color.s);
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pglVertexPointer(3, GL_FLOAT, 0, p);
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pglVertexPointer(3, GL_FLOAT, 0, p);
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pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@ -2369,27 +2369,31 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
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// Draw the end screen that fades in
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// Draw the end screen that fades in
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pglActiveTexture(GL_TEXTURE0);
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pglActiveTexture(GL_TEXTURE0);
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pglEnable(GL_TEXTURE_2D);
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pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
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pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
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pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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pglActiveTexture(GL_TEXTURE1);
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pglActiveTexture(GL_TEXTURE1);
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pglEnable(GL_TEXTURE_2D);
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pglBindTexture(GL_TEXTURE_2D, fademaskdownloaded);
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pglBindTexture(GL_TEXTURE_2D, fademaskdownloaded);
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pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// const float defaultST[8]
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// const float defaultST[8]
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pglVertexPointer(3, GL_FLOAT, 0, screenVerts);
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pglClientActiveTexture(GL_TEXTURE0);
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pglClientActiveTexture(GL_TEXTURE0);
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pglTexCoordPointer(2, GL_FLOAT, 0, fix);
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pglTexCoordPointer(2, GL_FLOAT, 0, fix);
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pglVertexPointer(3, GL_FLOAT, 0, screenVerts);
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pglClientActiveTexture(GL_TEXTURE1);
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pglClientActiveTexture(GL_TEXTURE1);
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pglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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pglTexCoordPointer(2, GL_FLOAT, 0, defaultST);
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pglTexCoordPointer(2, GL_FLOAT, 0, defaultST);
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pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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pglClientActiveTexture(GL_TEXTURE0);
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pglDisable(GL_TEXTURE_2D); // disable the texture in the 2nd texture unit
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pglDisable(GL_TEXTURE_2D); // disable the texture in the 2nd texture unit
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pglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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pglActiveTexture(GL_TEXTURE0);
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pglActiveTexture(GL_TEXTURE0);
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pglClientActiveTexture(GL_TEXTURE0);
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tex_downloaded = endScreenWipe;
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tex_downloaded = endScreenWipe;
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}
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}
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