static void game_clip_ball(const struct game_draw *gd, int d, const float *p)
{
- GLdouble r, c[3], pz[4], nz[4];
+ GLfloat r, c[3], pz[4], nz[4];
/* Compute the plane giving the front of the ball, as seen from view.p. */
static void toggle_wire(void)
{
-/*
+#ifndef CONF_OPENGLES
static int wire = 0;
if (wire)
glDisable(GL_LIGHTING);
wire = 1;
}
-*/
+#endif
}
/*---------------------------------------------------------------------------*/
fp->uv[ui].r,
fp->uv[ui].r);
- glColor4fv(color[ui]);
+ glColor4f(color[ui][0],
+ color[ui][1],
+ color[ui][2],
+ color[ui][3]);
mq = ball_draw(mq, ball_M, pend_M, bill_M, t);
}
glPopMatrix();
static void toggle_wire(void)
{
+#ifndef CONF_OPENGLES
static int wire = 0;
if (wire)
glDisable(GL_LIGHTING);
wire = 1;
}
+#endif
}
/*---------------------------------------------------------------------------*/
#define glIsBuffer_ glIsBuffer
#define glPointParameterfv_ glPointParameterfv
-#define glOrtho_ glOrtho
+#define glOrtho_ glOrthof
#else /* No native linkage? Define the extension API. */
glTranslatef((GLfloat) (widget[id].x + widget[id].w / 2),
(GLfloat) (widget[id].y + widget[id].h / 2), 0.f);
- glColor4fv(back[i]);
+ glColor4f(back[i][0], back[i][1], back[i][2], back[i][3]);
draw_rect(id);
}
glPopMatrix();
gui_paint_text(id);
draw_disable();
- glColor4ubv(gui_wht);
+ glColor4ub(gui_wht[0], gui_wht[1], gui_wht[2], gui_wht[3]);
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
int a = config_get_d(CONFIG_ANISO);
#endif
+#ifdef GL_GENERATE_MIPMAP_SGIS
int m = config_get_d(CONFIG_MIPMAP);
+#endif
int k = config_get_d(CONFIG_TEXTURES);
int W = w;
int H = h;
item_color(hp, c);
- glColor4fv(c);
+ glColor4f(c[0], c[1], c[2], c[3]);
glDepthMask(GL_FALSE);
{