[opengl] More style cleanup. Last commit for the night.

This commit is contained in:
Colby Klein
2011-03-14 03:16:01 -07:00
parent 1c9cc716cd
commit f9a3e3eb82
+12 -12
View File
@@ -1554,7 +1554,7 @@ void RageDisplay_Legacy::ClearAllTextures()
// HACK: Reset the active texture to 0. // HACK: Reset the active texture to 0.
// TODO: Change all texture functions to take a stage number. // TODO: Change all texture functions to take a stage number.
if (glActiveTextureARB) if (GLEW_ARB_multitexture)
glActiveTextureARB(GL_TEXTURE0_ARB); glActiveTextureARB(GL_TEXTURE0_ARB);
} }
@@ -1607,31 +1607,31 @@ void RageDisplay_Legacy::SetTextureMode( TextureUnit tu, TextureMode tm )
// and this is glowmode,whiten: // and this is glowmode,whiten:
// Source color is the diffuse color only: // Source color is the diffuse color only:
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT ); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_RGB_EXT), GL_REPLACE ); glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_COMBINE_RGB_EXT), GL_REPLACE);
glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_RGB_EXT), GL_PRIMARY_COLOR_EXT ); glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE0_RGB_EXT), GL_PRIMARY_COLOR_EXT);
// Source alpha is texture alpha * diffuse alpha: // Source alpha is texture alpha * diffuse alpha:
glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_ALPHA_EXT), GL_MODULATE ); glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_COMBINE_ALPHA_EXT), GL_MODULATE);
glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_OPERAND0_ALPHA_EXT), GL_SRC_ALPHA ); glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_OPERAND0_ALPHA_EXT), GL_SRC_ALPHA);
glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_ALPHA_EXT), GL_PRIMARY_COLOR_EXT ); glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE0_ALPHA_EXT), GL_PRIMARY_COLOR_EXT);
glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_OPERAND1_ALPHA_EXT), GL_SRC_ALPHA ); glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_OPERAND1_ALPHA_EXT), GL_SRC_ALPHA);
glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE1_ALPHA_EXT), GL_TEXTURE ); glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE1_ALPHA_EXT), GL_TEXTURE);
break; break;
} }
} }
void RageDisplay_Legacy::SetTextureFiltering( TextureUnit tu, bool b ) void RageDisplay_Legacy::SetTextureFiltering( TextureUnit tu, bool b )
{ {
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, b? GL_LINEAR: GL_NEAREST ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, b ? GL_LINEAR : GL_NEAREST);
GLint iMinFilter; GLint iMinFilter;
if (b) if (b)
{ {
GLint iWidth1 = -1; GLint iWidth1 = -1;
GLint iWidth2 = -1; GLint iWidth2 = -1;
glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &iWidth1 ); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &iWidth1);
glGetTexLevelParameteriv( GL_TEXTURE_2D, 1, GL_TEXTURE_WIDTH, &iWidth2 ); glGetTexLevelParameteriv(GL_TEXTURE_2D, 1, GL_TEXTURE_WIDTH, &iWidth2);
if (iWidth1 > 1 && iWidth2 != 0) if (iWidth1 > 1 && iWidth2 != 0)
{ {
/* Mipmaps are enabled. */ /* Mipmaps are enabled. */