hedgewars/uWorld.pas
changeset 10523 00ac079fa51f
parent 10510 9329dab04490
child 10530 5a65f09455c4
equal deleted inserted replaced
10522:441a443a014d 10523:00ac079fa51f
  1038         if WorldEdge = weBounce then
  1038         if WorldEdge = weBounce then
  1039             DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF);
  1039             DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF);
  1040         end;
  1040         end;
  1041 
  1041 
  1042     (*
  1042     (*
       
  1043     WARNING: the following render code is outdated and does not work with
       
  1044              current Render.pas ! - don't just uncomment without fixing it first
       
  1045 
  1043     glDisable(GL_TEXTURE_2D);
  1046     glDisable(GL_TEXTURE_2D);
  1044     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  1047     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  1045     if (WorldEdge = weWrap) or (worldEdge = weBounce) then
  1048     if (WorldEdge = weWrap) or (worldEdge = weBounce) then
  1046         glColor4ub($00, $00, $00, $40)
  1049         glColor4ub($00, $00, $00, $40)
  1047     else
  1050     else
  1727         VertexBuffer[2].X:= cScreenWidth;
  1730         VertexBuffer[2].X:= cScreenWidth;
  1728         VertexBuffer[2].Y:= 0;
  1731         VertexBuffer[2].Y:= 0;
  1729         VertexBuffer[3].X:= cScreenWidth;
  1732         VertexBuffer[3].X:= cScreenWidth;
  1730         VertexBuffer[3].Y:= cScreenHeight;
  1733         VertexBuffer[3].Y:= cScreenHeight;
  1731 
  1734 
  1732         glDisable(GL_TEXTURE_2D);
  1735         EnableTexture(false);
  1733 
  1736 
  1734         glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
  1737         SetVertexPointer(@VertexBuffer[0], 4);
  1735         glDrawArrays(GL_TRIANGLE_FAN, 0, High(VertexBuffer) - Low(VertexBuffer) + 1);
  1738         glDrawArrays(GL_TRIANGLE_FAN, 0, High(VertexBuffer) - Low(VertexBuffer) + 1);
  1736 
  1739 
  1737         glEnable(GL_TEXTURE_2D);
  1740         EnableTexture(true);
  1738         untint;
  1741         untint;
  1739         if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then
  1742         if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then
  1740             ScreenFade:= sfNone
  1743             ScreenFade:= sfNone
  1741         end
  1744         end
  1742     end;
  1745     end;