| @@ -52,6 +52,8 @@ DebugQuad::DebugQuad() | |||||
| { | { | ||||
| data->initialised = 0; | data->initialised = 0; | ||||
| data->time = 0.0f; | data->time = 0.0f; | ||||
| drawgroup = DRAWGROUP_HUD; | |||||
| } | } | ||||
| void DebugQuad::TickGame(float deltams) | void DebugQuad::TickGame(float deltams) | ||||
| @@ -121,7 +123,7 @@ void DebugQuad::TickDraw(float deltams) | |||||
| data->image[0][(j * 32 + i) * 4 + 0] = wb; | data->image[0][(j * 32 + i) * 4 + 0] = wb; | ||||
| data->image[0][(j * 32 + i) * 4 + 1] = wb; | data->image[0][(j * 32 + i) * 4 + 1] = wb; | ||||
| data->image[0][(j * 32 + i) * 4 + 2] = wb; | data->image[0][(j * 32 + i) * 4 + 2] = wb; | ||||
| data->image[0][(j * 32 + i) * 4 + 3] = 255; | |||||
| data->image[0][(j * 32 + i) * 4 + 3] = wb; | |||||
| } | } | ||||
| /* Use GL_RGBA instead of 4 for the internal format (Android) */ | /* Use GL_RGBA instead of 4 for the internal format (Android) */ | ||||
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, | ||||
| @@ -149,13 +151,13 @@ void DebugQuad::TickDraw(float deltams) | |||||
| /* Using only 3 components breaks on Android for some reason. */ | /* Using only 3 components breaks on Android for some reason. */ | ||||
| static GLfloat const cols[6][4] = | static GLfloat const cols[6][4] = | ||||
| { | { | ||||
| { 0.8f, 0.2f, 0.2f, 1.0f }, | |||||
| { 0.2f, 0.2f, 0.8f, 1.0f }, | |||||
| { 0.8f, 0.8f, 0.2f, 1.0f }, | |||||
| { 1.0f, 0.2f, 0.2f, 1.0f }, | |||||
| { 0.2f, 0.2f, 1.0f, 1.0f }, | |||||
| { 1.0f, 1.0f, 0.2f, 1.0f }, | |||||
| { 0.8f, 0.8f, 0.2f, 1.0f }, | |||||
| { 0.2f, 0.2f, 0.8f, 1.0f }, | |||||
| { 0.2f, 0.8f, 0.2f, 1.0f }, | |||||
| { 1.0f, 1.0f, 0.2f, 1.0f }, | |||||
| { 0.2f, 0.2f, 1.0f, 1.0f }, | |||||
| { 0.2f, 1.0f, 0.2f, 1.0f }, | |||||
| }; | }; | ||||
| static GLfloat const tcs[6][2] = | static GLfloat const tcs[6][2] = | ||||
| @@ -175,6 +177,10 @@ void DebugQuad::TickDraw(float deltams) | |||||
| glEnableVertexAttribArray(attr_col); | glEnableVertexAttribArray(attr_col); | ||||
| glEnableVertexAttribArray(attr_tex); | glEnableVertexAttribArray(attr_tex); | ||||
| /* Bind texture */ | |||||
| glActiveTexture(GL_TEXTURE0); | |||||
| glBindTexture(GL_TEXTURE_2D, data->texlist[0]); | |||||
| glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); | ||||
| glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), verts, GL_STATIC_DRAW); | glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), verts, GL_STATIC_DRAW); | ||||
| glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, 0); | glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, 0); | ||||
| @@ -202,11 +208,15 @@ void DebugQuad::TickDraw(float deltams) | |||||
| glLoadIdentity(); | glLoadIdentity(); | ||||
| /* Set up state machine */ | /* Set up state machine */ | ||||
| glDisable(GL_DEPTH_TEST); | |||||
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); | glEnableClientState(GL_TEXTURE_COORD_ARRAY); | ||||
| glEnable(GL_TEXTURE_2D); | glEnable(GL_TEXTURE_2D); | ||||
| glEnableClientState(GL_VERTEX_ARRAY); | glEnableClientState(GL_VERTEX_ARRAY); | ||||
| glEnableClientState(GL_COLOR_ARRAY); | glEnableClientState(GL_COLOR_ARRAY); | ||||
| glEnable(GL_BLEND); | |||||
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |||||
| /* Bind texture */ | |||||
| glActiveTexture(GL_TEXTURE0); | glActiveTexture(GL_TEXTURE0); | ||||
| glBindTexture(GL_TEXTURE_2D, data->texlist[0]); | glBindTexture(GL_TEXTURE_2D, data->texlist[0]); | ||||