diff -r 013deb83086b -r 580cd247511e hedgewars/uWorld.pas --- a/hedgewars/uWorld.pas Tue Jun 05 22:17:06 2012 +0200 +++ b/hedgewars/uWorld.pas Tue Jun 05 22:37:36 2012 +0200 @@ -798,20 +798,20 @@ VertexBuffer[3].X:= -lw; VertexBuffer[3].Y:= lh; - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); + BeginWater; if SuddenDeathDmg then - glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0]) + SetColorPointer(@SDWaterColorArray[0]) else - glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]); + SetColorPointer(@WaterColorArray[0]); - glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); + SetVertexPointer(@VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); - glDisableClientState(GL_COLOR_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); + EndWater; + {$IFNDEF GL2} glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required + {$ENDIF} glEnable(GL_TEXTURE_2D); end; end; @@ -863,8 +863,8 @@ ComputeTexcoords(SpritesData[sprite].Texture, @r, @TextureBuffer); -glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); -glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); +SetVertexPointer(@VertexBuffer[0]); +SetTexCoordPointer(@TextureBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); Tint($FF, $FF, $FF, $FF); @@ -1075,31 +1075,17 @@ procedure ChangeDepth(rm: TRenderMode; d: GLfloat); begin -{$IFDEF S3D_DISABLED} - rm:= rm; d:= d; // avoid hint - exit; -{$ELSE} d:= d / 5; - if rm = rmDefault then - exit - else if rm = rmLeftEye then + if rm = rmLeftEye then d:= -d; cStereoDepth:= cStereoDepth + d; UpdateProjection; -{$ENDIF} end; procedure ResetDepth(rm: TRenderMode); begin -{$IFDEF S3D_DISABLED} - rm:= rm; // avoid hint - exit; -{$ELSE} - if rm = rmDefault then - exit; cStereoDepth:= 0; UpdateProjection; -{$ENDIF} end; procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); @@ -1555,7 +1541,7 @@ glDisable(GL_TEXTURE_2D); - glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); + SetVertexPointer(@VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); glEnable(GL_TEXTURE_2D);