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@@ -36,7 +36,7 @@ struct Tile |
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#if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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extern Shader *stdshader; |
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#endif |
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extern mat4 proj_matrix, view_matrix, model_matrix; |
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extern mat4 model_matrix; |
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/* |
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* Scene implementation class |
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@@ -177,33 +177,22 @@ void Scene::Render() // XXX: rename to Blit() |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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#else |
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//glEnable(GL_DEPTH_TEST); |
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//glDepthFunc(GL_LEQUAL); |
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//glEnable(GL_ALPHA_TEST); |
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//glAlphaFunc(GL_GEQUAL, 0.01f); |
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//glEnable(GL_BLEND); |
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glEnable(GL_DEPTH_TEST); |
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glDepthFunc(GL_LEQUAL); |
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glEnable(GL_ALPHA_TEST); |
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glAlphaFunc(GL_GEQUAL, 0.01f); |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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#if 0 |
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/* Reset all model-view-projection matrices */ |
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glMatrixMode(GL_PROJECTION); |
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glPushMatrix(); |
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glLoadIdentity(); |
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glMultMatrixf(&proj_matrix[0][0]); |
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#endif |
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glMatrixMode(GL_MODELVIEW); |
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glPushMatrix(); |
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glLoadIdentity(); |
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//glMultMatrixf(&model_matrix[0][0]); |
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glMultMatrixf(&view_matrix[0][0]); |
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glMultMatrixf(&model_matrix[0][0]); |
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/* Set up state machine */ |
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glDisable(GL_DEPTH_TEST); |
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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glEnable(GL_TEXTURE_2D); |
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glEnableClientState(GL_VERTEX_ARRAY); |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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#endif |
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for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2) |
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