--- a/hedgewars/uConsts.pas Sun Mar 22 20:56:22 2009 +0000
+++ b/hedgewars/uConsts.pas Sun Mar 22 21:03:59 2009 +0000
@@ -120,16 +120,19 @@
Pos: LongWord;
AmmoType: TAmmoType;
end;
+
+ TVertex2f = record
+ X, Y: GLfloat;
+ end;
+
TTexture = record
id: GLuint;
w, h: LongInt;
rx, ry: GLfloat;
+ vb, tb: array [0..3] of TVertex2f;
end;
PTexture = ^TTexture;
- TVertex2f = record
- X, Y: GLfloat;
- end;
const
errmsgCreateSurface = 'Error creating SDL surface';
errmsgTransparentSet = 'Error setting transparent color';
--- a/hedgewars/uMisc.pas Sun Mar 22 20:56:22 2009 +0000
+++ b/hedgewars/uMisc.pas Sun Mar 22 21:03:59 2009 +0000
@@ -290,6 +290,30 @@
while (toPowerOf2 < i) do toPowerOf2:= toPowerOf2 shl 1
end;
+procedure ResetVertexArrays(texture: PTexture);
+begin
+with texture^ do
+ begin
+ vb[0].X:= 0;
+ vb[0].Y:= 0;
+ vb[1].X:= w;
+ vb[1].Y:= 0;
+ vb[2].X:= w;
+ vb[2].Y:= h;
+ vb[3].X:= 0;
+ vb[3].Y:= h;
+
+ tb[0].X:= 0;
+ tb[0].Y:= 0;
+ tb[1].X:= rx;
+ tb[1].Y:= 0;
+ tb[2].X:= rx;
+ tb[2].Y:= ry;
+ tb[3].X:= 0;
+ tb[3].Y:= ry
+ end;
+end;
+
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
begin
new(NewTexture);
@@ -298,6 +322,8 @@
NewTexture^.rx:= 1.0;
NewTexture^.ry:= 1.0;
+ResetVertexArrays(NewTexture);
+
glGenTextures(1, @NewTexture^.id);
glBindTexture(GL_TEXTURE_2D, NewTexture^.id);
@@ -415,8 +441,10 @@
glTexImage2D(GL_TEXTURE_2D, 0, mode, surf^.w, surf^.h, 0, mode, GL_UNSIGNED_BYTE, surf^.pixels);
end;
+ResetVertexArrays(Surface2Tex);
+
if SDL_MustLock(surf) then
- SDL_UnlockSurface(surf);
+ SDL_UnlockSurface(surf);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
--- a/hedgewars/uStore.pas Sun Mar 22 20:56:22 2009 +0000
+++ b/hedgewars/uStore.pas Sun Mar 22 21:03:59 2009 +0000
@@ -348,37 +348,18 @@
end;
procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
-var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
glPushMatrix;
glTranslatef(X, Y, 0);
glBindTexture(GL_TEXTURE_2D, Texture^.id);
-VertexBuffer[0].X:= 0;
-VertexBuffer[0].Y:= 0;
-VertexBuffer[1].X:= Texture^.w;
-VertexBuffer[1].Y:= 0;
-VertexBuffer[2].X:= Texture^.w;
-VertexBuffer[2].Y:= Texture^.h;
-VertexBuffer[3].X:= 0;
-VertexBuffer[3].Y:= Texture^.h;
-
-TextureBuffer[0].X:= 0;
-TextureBuffer[0].Y:= 0;
-TextureBuffer[1].X:= Texture^.rx;
-TextureBuffer[1].Y:= 0;
-TextureBuffer[2].X:= Texture^.rx;
-TextureBuffer[2].Y:= Texture^.ry;
-TextureBuffer[3].X:= 0;
-TextureBuffer[3].Y:= Texture^.ry;
-
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));
+glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
+glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
+glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);