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author | neoraider <devnull@localhost> | 2006-10-20 14:57:05 +0200 |
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committer | neoraider <devnull@localhost> | 2006-10-20 14:57:05 +0200 |
commit | 79801b6b794a5fb50a3a013354323a48de37c050 (patch) | |
tree | 3e97322cb1ea3aa6206b6f420a9c67ceca3d9c81 /init.c | |
parent | 05f9b1d15c237e89176cc2b207454f0f30073d57 (diff) | |
download | libzoom-79801b6b794a5fb50a3a013354323a48de37c050.tar libzoom-79801b6b794a5fb50a3a013354323a48de37c050.zip |
Physik-Engine angefangen.
Lightmaps implementiert.
Diffstat (limited to 'init.c')
-rw-r--r-- | init.c | 26 |
1 files changed, 20 insertions, 6 deletions
@@ -8,11 +8,12 @@ LEVEL level; GLuint sphere; GLuint meditex_blue; +LIGHT light = {LIGHT_POINT, {1.0, 1.0, 1.0}, {0.0, 0.0, 0.0}}; extern TEXLIST *texlist; int InitGame() { - GLfloat mat_ambient_and_diffuse[] = { 0.5, 0.5, 0.5, 1.0}; + //GLfloat mat_ambient_and_diffuse[] = { 0.5, 0.5, 0.5, 1.0}; glViewport(0, 0, 640, 480); glMatrixMode(GL_PROJECTION); @@ -33,14 +34,27 @@ int InitGame() { glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_ambient_and_diffuse); + //glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_and_diffuse); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); + glDisable(GL_LIGHTING); + //glEnable(GL_LIGHT0); meditex_blue = LoadTexture("medib.tex"); - glEnable(GL_TEXTURE_2D); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + glActiveTexture(GL_TEXTURE0); + + glBindTexture(GL_TEXTURE_2D, LoadTexture("lightmap.tex")); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + + glActiveTexture(GL_TEXTURE1); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GLUquadricObj *quadric = gluNewQuadric(); gluQuadricDrawStyle(quadric, GLU_FILL); |