diff -r 54676a34b9ad -r 98319a621dc8 hedgewars/uWorld.pas --- a/hedgewars/uWorld.pas Tue Jul 13 17:39:00 2010 -0400 +++ b/hedgewars/uWorld.pas Wed Jul 14 00:43:36 2010 +0200 @@ -421,17 +421,16 @@ VertexBuffer[3].X:= -lw; VertexBuffer[3].Y:= lh; - glEnableClientState (GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]); - glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); - glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); - + glEnableClientState(GL_TEXTURE_COORD_ARRAY); glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required glEnable(GL_TEXTURE_2D); end; @@ -471,15 +470,11 @@ TextureBuffer[3].X:= TextureBuffer[0].X; TextureBuffer[3].Y:= TextureBuffer[2].Y; -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); -glDisableClientState(GL_TEXTURE_COORD_ARRAY); -glDisableClientState(GL_VERTEX_ARRAY); Tint($FF, $FF, $FF, $FF); {for i:= -1 to cWaterSprCount do @@ -963,10 +958,10 @@ VertexBuffer[3].Y:= cScreenHeight; glDisable(GL_TEXTURE_2D); - glEnableClientState(GL_VERTEX_ARRAY); + glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); - glDisableClientState(GL_VERTEX_ARRAY); + glEnable(GL_TEXTURE_2D); Tint($FF, $FF, $FF, $FF); if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone