--- 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);