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Diffstat (limited to 'source/blender/src/glutil.c')
-rw-r--r--source/blender/src/glutil.c695
1 files changed, 0 insertions, 695 deletions
diff --git a/source/blender/src/glutil.c b/source/blender/src/glutil.c
deleted file mode 100644
index 13922bb7eef..00000000000
--- a/source/blender/src/glutil.c
+++ /dev/null
@@ -1,695 +0,0 @@
-
-
-/**
- * $Id$
- *
- * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version. The Blender
- * Foundation also sells licenses for use in proprietary software under
- * the Blender License. See http://www.blender.org/BL/ for information
- * about this.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL/BL DUAL LICENSE BLOCK *****
- */
-
-#include <stdio.h>
-#include <math.h>
-#include <string.h>
-
-#include "MEM_guardedalloc.h"
-
-#include "DNA_vec_types.h"
-#include "DNA_listBase.h"
-
-#include "BKE_utildefines.h"
-
-#include "BLI_arithb.h"
-#include "BLI_threads.h"
-
-#include "BIF_gl.h"
-#include "BIF_glutil.h"
-#include "BIF_mywindow.h"
-
-#ifndef GL_CLAMP_TO_EDGE
-#define GL_CLAMP_TO_EDGE 0x812F
-#endif
-
-
- /* Invert line handling */
-
-#define glToggle(mode, onoff) (((onoff)?glEnable:glDisable)(mode))
-
-void set_inverted_drawing(int enable)
-{
- glLogicOp(enable?GL_INVERT:GL_COPY);
-
- /* Use GL_BLEND_EQUATION_EXT on sgi (if we have it),
- * apparently GL_COLOR_LOGIC_OP doesn't work on O2?
- * Is this an sgi bug or our bug?
- */
-#if defined(__sgi) && defined(GL_BLEND_EQUATION_EXT)
- glBlendEquationEXT(enable?GL_LOGIC_OP:GL_FUNC_ADD_EXT);
- glToggle(GL_BLEND, enable);
-#else
- glToggle(GL_COLOR_LOGIC_OP, enable);
-#endif
-
- glToggle(GL_DITHER, !enable);
-}
-
-void sdrawXORline(int x0, int y0, int x1, int y1)
-{
- if(x0==x1 && y0==y1) return;
-
- set_inverted_drawing(1);
-
- glBegin(GL_LINES);
- glVertex2i(x0, y0);
- glVertex2i(x1, y1);
- glEnd();
-
- set_inverted_drawing(0);
-}
-
-void glutil_draw_front_xor_line(int x0, int y0, int x1, int y1)
-{
- glReadBuffer(GL_FRONT);
- glDrawBuffer(GL_FRONT);
- sdrawXORline(x0, y0, x1, y1);
- glFlush();
- glReadBuffer(GL_BACK);
- glDrawBuffer(GL_BACK);
-
-}
-
-void sdrawXORline4(int nr, int x0, int y0, int x1, int y1)
-{
- static short old[4][2][2];
- static char flags[4]= {0, 0, 0, 0};
-
- /* with builtin memory, max 4 lines */
-
- set_inverted_drawing(1);
-
- glBegin(GL_LINES);
- if(nr== -1) { /* flush */
- for (nr=0; nr<4; nr++) {
- if (flags[nr]) {
- glVertex2sv(old[nr][0]);
- glVertex2sv(old[nr][1]);
- flags[nr]= 0;
- }
- }
- } else {
- if(nr>=0 && nr<4) {
- if(flags[nr]) {
- glVertex2sv(old[nr][0]);
- glVertex2sv(old[nr][1]);
- }
-
- old[nr][0][0]= x0;
- old[nr][0][1]= y0;
- old[nr][1][0]= x1;
- old[nr][1][1]= y1;
-
- flags[nr]= 1;
- }
-
- glVertex2i(x0, y0);
- glVertex2i(x1, y1);
- }
- glEnd();
-
- set_inverted_drawing(0);
-}
-
-void fdrawXORellipse(float xofs, float yofs, float hw, float hh)
-{
- if(hw==0) return;
-
- set_inverted_drawing(1);
-
- glPushMatrix();
- glTranslatef(xofs, yofs, 0.0);
- glScalef(1,hh/hw,1);
- glutil_draw_lined_arc(0.0, M_PI*2.0, hw, 20);
- glPopMatrix();
-
- set_inverted_drawing(0);
-}
-void fdrawXORcirc(float xofs, float yofs, float rad)
-{
- set_inverted_drawing(1);
-
- glPushMatrix();
- glTranslatef(xofs, yofs, 0.0);
- glutil_draw_lined_arc(0.0, M_PI*2.0, rad, 20);
- glPopMatrix();
-
- set_inverted_drawing(0);
-}
-
-void glutil_draw_filled_arc(float start, float angle, float radius, int nsegments) {
- int i;
-
- glBegin(GL_TRIANGLE_FAN);
- glVertex2f(0.0, 0.0);
- for (i=0; i<nsegments; i++) {
- float t= (float) i/(nsegments-1);
- float cur= start + t*angle;
-
- glVertex2f(cos(cur)*radius, sin(cur)*radius);
- }
- glEnd();
-}
-
-void glutil_draw_lined_arc(float start, float angle, float radius, int nsegments) {
- int i;
-
- glBegin(GL_LINE_STRIP);
- for (i=0; i<nsegments; i++) {
- float t= (float) i/(nsegments-1);
- float cur= start + t*angle;
-
- glVertex2f(cos(cur)*radius, sin(cur)*radius);
- }
- glEnd();
-}
-
-int glaGetOneInteger(int param)
-{
- GLint i;
- glGetIntegerv(param, &i);
- return i;
-}
-
-float glaGetOneFloat(int param)
-{
- GLfloat v;
- glGetFloatv(param, &v);
- return v;
-}
-
-void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y)
-{
- GLubyte dummy= 0;
-
- /* As long as known good coordinates are correct
- * this is guarenteed to generate an ok raster
- * position (ignoring potential (real) overflow
- * issues).
- */
- glRasterPos2f(known_good_x, known_good_y);
-
- /* Now shift the raster position to where we wanted
- * it in the first place using the glBitmap trick.
- */
- glBitmap(0, 0, 0, 0, x - known_good_x, y - known_good_y, &dummy);
-}
-
-static int get_cached_work_texture(int *w_r, int *h_r)
-{
- static GLint texid= -1;
- static int tex_w= 256;
- static int tex_h= 256;
-
- if (texid==-1) {
- GLint ltexid= glaGetOneInteger(GL_TEXTURE_2D);
- unsigned char *tbuf;
-
- glGenTextures(1, (GLuint *)&texid);
-
- glBindTexture(GL_TEXTURE_2D, texid);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- tbuf= MEM_callocN(tex_w*tex_h*4, "tbuf");
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tbuf);
- MEM_freeN(tbuf);
-
- glBindTexture(GL_TEXTURE_2D, ltexid);
- }
-
- *w_r= tex_w;
- *h_r= tex_h;
- return texid;
-}
-
-void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, void *rect)
-{
- unsigned char *uc_rect= (unsigned char*) rect;
- float *f_rect= (float *)rect;
- float xzoom= glaGetOneFloat(GL_ZOOM_X), yzoom= glaGetOneFloat(GL_ZOOM_Y);
- int ltexid= glaGetOneInteger(GL_TEXTURE_2D);
- int lrowlength= glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
- int subpart_x, subpart_y, tex_w, tex_h;
- int texid= get_cached_work_texture(&tex_w, &tex_h);
- int nsubparts_x= (img_w+(tex_w-1))/tex_w;
- int nsubparts_y= (img_h+(tex_h-1))/tex_h;
-
- /* Specify the color outside this function, and tex will modulate it.
- * This is useful for changing alpha without using glPixelTransferf()
- */
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
- glBindTexture(GL_TEXTURE_2D, texid);
-
- /* don't want nasty border artifacts */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- for (subpart_y=0; subpart_y<nsubparts_y; subpart_y++) {
- for (subpart_x=0; subpart_x<nsubparts_x; subpart_x++) {
- int subpart_w= (subpart_x==nsubparts_x-1)?(img_w-subpart_x*tex_w):tex_w;
- int subpart_h= (subpart_y==nsubparts_y-1)?(img_h-subpart_y*tex_h):tex_h;
- float rast_x= x+subpart_x*tex_w*xzoom;
- float rast_y= y+subpart_y*tex_h*yzoom;
-
- if(format==GL_FLOAT)
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, GL_RGBA, GL_FLOAT, &f_rect[(subpart_y*tex_w)*img_w*4 + (subpart_x*tex_w)*4]);
- else
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, GL_RGBA, GL_UNSIGNED_BYTE, &uc_rect[(subpart_y*tex_w)*img_w*4 + (subpart_x*tex_w)*4]);
-
- glEnable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0);
- glVertex2f(rast_x, rast_y);
-
- glTexCoord2f((float) (subpart_w-1)/tex_w, 0);
- glVertex2f(rast_x+subpart_w*xzoom, rast_y);
-
- glTexCoord2f((float) (subpart_w-1)/tex_w, (float) subpart_h/tex_h);
- glVertex2f(rast_x+subpart_w*xzoom, rast_y+subpart_h*yzoom);
-
- glTexCoord2f(0, (float) subpart_h/tex_h);
- glVertex2f(rast_x, rast_y+subpart_h*yzoom);
- glEnd();
- glDisable(GL_TEXTURE_2D);
- }
- }
-
- glBindTexture(GL_TEXTURE_2D, ltexid);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, lrowlength);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-}
-
-#define FTOCHAR(val) val<=0.0f?0: (val>=1.0f?255: (char)(255.0f*val))
-void glaDrawPixelsSafe_to32(float fx, float fy, int img_w, int img_h, int row_w, float *rectf)
-{
- float *rf;
- int x, y;
- char *rect32, *rc;
-
- /* copy imgw-imgh to a temporal 32 bits rect */
- if(img_w<1 || img_h<1) return;
-
- rc= rect32= MEM_mallocN(img_w*img_h*sizeof(int), "temp 32 bits");
-
- for(y=0; y<img_h; y++) {
- rf= rectf;
- for(x=0; x<img_w; x++, rf+=4, rc+=4) {
- rc[0]= FTOCHAR(rf[0]);
- rc[1]= FTOCHAR(rf[1]);
- rc[2]= FTOCHAR(rf[2]);
- rc[3]= FTOCHAR(rf[3]);
- }
- rectf+= 4*row_w;
- }
-
- glaDrawPixelsSafe(fx, fy, img_w, img_h, img_w, GL_RGBA, GL_UNSIGNED_BYTE, rect32);
-
- MEM_freeN(rect32);
-}
-
-void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect)
-{
- float xzoom= glaGetOneFloat(GL_ZOOM_X);
- float yzoom= glaGetOneFloat(GL_ZOOM_Y);
-
- /* The pixel space coordinate of the intersection of
- * the [zoomed] image with the origin.
- */
- float ix= -x/xzoom;
- float iy= -y/yzoom;
-
- /* The maximum pixel amounts the image can be cropped
- * at the lower left without exceeding the origin.
- */
- int off_x= floor(MAX2(ix, 0));
- int off_y= floor(MAX2(iy, 0));
-
- /* The zoomed space coordinate of the raster position
- * (starting at the lower left most unclipped pixel).
- */
- float rast_x= x + off_x*xzoom;
- float rast_y= y + off_y*yzoom;
-
- GLfloat scissor[4];
- int draw_w, draw_h;
-
- /* Determine the smallest number of pixels we need to draw
- * before the image would go off the upper right corner.
- *
- * It may seem this is just an optimization but some graphics
- * cards (ATI) freak out if there is a large zoom factor and
- * a large number of pixels off the screen (probably at some
- * level the number of image pixels to draw is getting multiplied
- * by the zoom and then clamped). Making sure we draw the
- * fewest pixels possible keeps everyone mostly happy (still
- * fails if we zoom in on one really huge pixel so that it
- * covers the entire screen).
- */
- glGetFloatv(GL_SCISSOR_BOX, scissor);
- draw_w = MIN2(img_w-off_x, ceil((scissor[2]-rast_x)/xzoom));
- draw_h = MIN2(img_h-off_y, ceil((scissor[3]-rast_y)/yzoom));
-
- if (draw_w>0 && draw_h>0) {
- int old_row_length = glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
-
- /* Don't use safe RasterPos (slower) if we can avoid it. */
- if (rast_x>=0 && rast_y>=0) {
- glRasterPos2f(rast_x, rast_y);
- } else {
- glaRasterPosSafe2f(rast_x, rast_y, 0, 0);
- }
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, row_w);
- if(format==GL_LUMINANCE || format==GL_RED) {
- if(type==GL_FLOAT) {
- float *f_rect= (float *)rect;
- glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y*row_w + off_x));
- }
- else if(type==GL_INT || type==GL_UNSIGNED_INT) {
- int *i_rect= (int *)rect;
- glDrawPixels(draw_w, draw_h, format, type, i_rect + (off_y*row_w + off_x));
- }
- }
- else { /* RGBA */
- if(type==GL_FLOAT) {
- float *f_rect= (float *)rect;
- glDrawPixels(draw_w, draw_h, format, type, f_rect + (off_y*row_w + off_x)*4);
- }
- else if(type==GL_UNSIGNED_BYTE) {
- unsigned char *uc_rect= (unsigned char *) rect;
- glDrawPixels(draw_w, draw_h, format, type, uc_rect + (off_y*row_w + off_x)*4);
- }
- }
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, old_row_length);
- }
-}
-
-/* 2D Drawing Assistance */
-
-void glaDefine2DArea(rcti *screen_rect)
-{
- int sc_w= screen_rect->xmax - screen_rect->xmin;
- int sc_h= screen_rect->ymax - screen_rect->ymin;
-
- glViewport(screen_rect->xmin, screen_rect->ymin, sc_w, sc_h);
- glScissor(screen_rect->xmin, screen_rect->ymin, sc_w, sc_h);
-
- /* The 0.375 magic number is to shift the matrix so that
- * both raster and vertex integer coordinates fall at pixel
- * centers properly. For a longer discussion see the OpenGL
- * Programming Guide, Appendix H, Correctness Tips.
- */
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, sc_w, 0.0, sc_h, -1, 1);
- glTranslatef(0.375, 0.375, 0.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-struct gla2DDrawInfo {
- int orig_vp[4], orig_sc[4];
- float orig_projmat[16], orig_viewmat[16];
-
- rcti screen_rect;
- rctf world_rect;
-
- float wo_to_sc[2];
-};
-
-void gla2DGetMap(gla2DDrawInfo *di, rctf *rect)
-{
- *rect= di->world_rect;
-}
-
-void gla2DSetMap(gla2DDrawInfo *di, rctf *rect)
-{
- int sc_w, sc_h;
- float wo_w, wo_h;
-
- di->world_rect= *rect;
-
- sc_w= (di->screen_rect.xmax-di->screen_rect.xmin);
- sc_h= (di->screen_rect.ymax-di->screen_rect.ymin);
- wo_w= (di->world_rect.xmax-di->world_rect.xmin);
- wo_h= (di->world_rect.ymax-di->world_rect.ymin);
-
- di->wo_to_sc[0]= sc_w/wo_w;
- di->wo_to_sc[1]= sc_h/wo_h;
-}
-
-
-gla2DDrawInfo *glaBegin2DDraw(rcti *screen_rect, rctf *world_rect)
-{
- gla2DDrawInfo *di= MEM_mallocN(sizeof(*di), "gla2DDrawInfo");
- int sc_w, sc_h;
- float wo_w, wo_h;
-
- glGetIntegerv(GL_VIEWPORT, (GLint *)di->orig_vp);
- glGetIntegerv(GL_SCISSOR_BOX, (GLint *)di->orig_sc);
- glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *)di->orig_projmat);
- glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)di->orig_viewmat);
-
- di->screen_rect= *screen_rect;
- if (world_rect) {
- di->world_rect= *world_rect;
- } else {
- di->world_rect.xmin= di->screen_rect.xmin;
- di->world_rect.ymin= di->screen_rect.ymin;
- di->world_rect.xmax= di->screen_rect.xmax;
- di->world_rect.ymax= di->screen_rect.ymax;
- }
-
- sc_w= (di->screen_rect.xmax-di->screen_rect.xmin);
- sc_h= (di->screen_rect.ymax-di->screen_rect.ymin);
- wo_w= (di->world_rect.xmax-di->world_rect.xmin);
- wo_h= (di->world_rect.ymax-di->world_rect.ymin);
-
- di->wo_to_sc[0]= sc_w/wo_w;
- di->wo_to_sc[1]= sc_h/wo_h;
-
- glaDefine2DArea(&di->screen_rect);
-
- return di;
-}
-
-void gla2DDrawTranslatePt(gla2DDrawInfo *di, float wo_x, float wo_y, int *sc_x_r, int *sc_y_r)
-{
- *sc_x_r= (wo_x - di->world_rect.xmin)*di->wo_to_sc[0];
- *sc_y_r= (wo_y - di->world_rect.ymin)*di->wo_to_sc[1];
-}
-void gla2DDrawTranslatePtv(gla2DDrawInfo *di, float world[2], int screen_r[2])
-{
- screen_r[0]= (world[0] - di->world_rect.xmin)*di->wo_to_sc[0];
- screen_r[1]= (world[1] - di->world_rect.ymin)*di->wo_to_sc[1];
-}
-
-void glaEnd2DDraw(gla2DDrawInfo *di)
-{
- glViewport(di->orig_vp[0], di->orig_vp[1], di->orig_vp[2], di->orig_vp[3]);
- glScissor(di->orig_vp[0], di->orig_vp[1], di->orig_vp[2], di->orig_vp[3]);
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(di->orig_projmat);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(di->orig_viewmat);
-
- MEM_freeN(di);
-}
-
-/* **************** glPoint hack ************************ */
-
-static int curmode=0;
-static int pointhack=0;
-static GLubyte Squaredot[16] = { 0xff,0xff,0xff,0xff,
- 0xff,0xff,0xff,0xff,
- 0xff,0xff,0xff,0xff,
- 0xff,0xff,0xff,0xff};
-
-void bglBegin(int mode)
-{
- curmode= mode;
-
- if(mode==GL_POINTS) {
- float value[4];
- glGetFloatv(GL_POINT_SIZE_RANGE, value);
- if(value[1]<2.0) {
- glGetFloatv(GL_POINT_SIZE, value);
- pointhack= floor(value[0]+0.5);
- if(pointhack>4) pointhack= 4;
- }
- else glBegin(mode);
- }
-}
-
-
-void bglVertex3fv(float *vec)
-{
- switch(curmode) {
- case GL_POINTS:
- if(pointhack) {
- glRasterPos3fv(vec);
- glBitmap(pointhack, pointhack, (float)pointhack/2.0, (float)pointhack/2.0, 0.0, 0.0, Squaredot);
- }
- else glVertex3fv(vec);
- break;
- }
-}
-
-void bglVertex3f(float x, float y, float z)
-{
- switch(curmode) {
- case GL_POINTS:
- if(pointhack) {
- glRasterPos3f(x, y, z);
- glBitmap(pointhack, pointhack, (float)pointhack/2.0, (float)pointhack/2.0, 0.0, 0.0, Squaredot);
- }
- else glVertex3f(x, y, z);
- break;
- }
-}
-
-void bglVertex2fv(float *vec)
-{
- switch(curmode) {
- case GL_POINTS:
- if(pointhack) {
- glRasterPos2fv(vec);
- glBitmap(pointhack, pointhack, (float)pointhack/2, pointhack/2, 0.0, 0.0, Squaredot);
- }
- else glVertex2fv(vec);
- break;
- }
-}
-
-
-void bglEnd(void)
-{
- if(pointhack) pointhack= 0;
- else glEnd();
-
-}
-
-/* Uses current OpenGL state to get view matrices for gluProject/gluUnProject */
-void bgl_get_mats(bglMats *mats)
-{
- const double badvalue= 1.0e-6;
-
- glGetDoublev(GL_MODELVIEW_MATRIX, mats->modelview);
- glGetDoublev(GL_PROJECTION_MATRIX, mats->projection);
- glGetIntegerv(GL_VIEWPORT, (GLint *)mats->viewport);
-
- /* Very strange code here - it seems that certain bad values in the
- modelview matrix can cause gluUnProject to give bad results. */
- if(mats->modelview[0] < badvalue &&
- mats->modelview[0] > -badvalue)
- mats->modelview[0]= 0;
- if(mats->modelview[5] < badvalue &&
- mats->modelview[5] > -badvalue)
- mats->modelview[5]= 0;
-
- /* Set up viewport so that gluUnProject will give correct values */
- mats->viewport[0] = 0;
- mats->viewport[1] = 0;
-}
-
-/* *************** glPolygonOffset hack ************* */
-
-// both temporal, so here for now (ton)
-#include "BKE_global.h"
-#include "DNA_view3d_types.h"
-
-/* dist is only for ortho now... */
-void bglPolygonOffset(float dist)
-{
- static float winmat[16], offset=0.0;
-
- if(dist!=0.0) {
- float offs;
-
- // glEnable(GL_POLYGON_OFFSET_FILL);
- // glPolygonOffset(-1.0, -1.0);
-
- /* hack below is to mimic polygon offset */
- glMatrixMode(GL_PROJECTION);
- glGetFloatv(GL_PROJECTION_MATRIX, (float *)winmat);
-
- /* dist is from camera to center point */
-
- if(winmat[15]>0.5) offs= 0.00001*dist*G.vd->dist; // ortho tweaking
- else offs= 0.0005*dist; // should be clipping value or so...
-
- winmat[14]-= offs;
- offset+= offs;
-
- glLoadMatrixf(winmat);
- glMatrixMode(GL_MODELVIEW);
- }
- else {
-
- glMatrixMode(GL_PROJECTION);
- winmat[14]+= offset;
- offset= 0.0;
- glLoadMatrixf(winmat);
- glMatrixMode(GL_MODELVIEW);
- }
-}
-
-int is_a_really_crappy_intel_card(void)
-{
- static int well_is_it= -1;
-
- /* Do you understand the implication? Do you? */
- if (well_is_it==-1)
- well_is_it= (strcmp((char*) glGetString(GL_VENDOR), "Intel Inc.") == 0);
-
- return well_is_it;
-}
-
-void bglFlush(void)
-{
- glFlush();
-#ifdef __APPLE__
- if(is_a_really_crappy_intel_card())
- myswapbuffers(); //hack to get mac intel graphics to show frontbuffer
-#endif
-}
-
-