equal
deleted
inserted
replaced
22 uses |
22 uses |
23 SDLh, |
23 SDLh, |
24 {$IFDEF GLES11} |
24 {$IFDEF GLES11} |
25 gles11, |
25 gles11, |
26 {$ELSE} |
26 {$ELSE} |
27 GL, |
27 GL, |
28 {$ENDIF} |
28 {$ENDIF} |
29 uLocale; |
29 uLocale; |
30 |
30 |
31 {$INCLUDE options.inc} |
31 {$INCLUDE options.inc} |
32 {$INCLUDE proto.inc} |
32 {$INCLUDE proto.inc} |
162 ifAlpha = $00000001; // use alpha channel (unused right now?) |
162 ifAlpha = $00000001; // use alpha channel (unused right now?) |
163 ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load) |
163 ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load) |
164 ifTransparent = $00000004; // image uses transparent pixels (color keying) |
164 ifTransparent = $00000004; // image uses transparent pixels (color keying) |
165 ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL) |
165 ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL) |
166 ifLowRes = $00000010; // try loading a low resolution image when it is critical |
166 ifLowRes = $00000010; // try loading a low resolution image when it is critical |
167 const |
167 |
168 cMaxPower = 1500; |
168 const cMaxPower = 1500; |
169 cMaxAngle = 2048; |
169 cMaxAngle = 2048; |
170 cPowerDivisor = 1500; |
170 cPowerDivisor = 1500; |
171 |
171 |
172 MAXNAMELEN = 192; |
172 MAXNAMELEN = 192; |
173 |
173 |
197 {$ENDIF} |
197 {$ENDIF} |
198 |
198 |
199 COLOR_LAND = $FFFF; // white |
199 COLOR_LAND = $FFFF; // white |
200 COLOR_INDESTRUCTIBLE = $88FF; // red |
200 COLOR_INDESTRUCTIBLE = $88FF; // red |
201 |
201 |
202 //some opengl headers do not have these macros (unused) |
202 //some opengl headers do not have these macros |
203 GL_BGR = $80E0; |
203 GL_BGR = $80E0; |
204 GL_BGRA = $80E1; |
204 GL_BGRA = $80E1; |
205 GL_CLAMP_TO_EDGE = $812F; |
205 GL_CLAMP_TO_EDGE = $812F; |
206 |
206 |
207 |
207 |